Yes, we have already discovered that it is not possible to use 3 normals for each triangles using vertex arrays.
The question is: does OpenGL provide a faster method than calling:
glNormal3f(...); // first glVertex3f(...); glNormal3f(...); // second glVertex3f(...); glNormal3f(...); // third glVertex3f(...);
for each triangle?
Can vertex arrays be combined with a different approach to go faster than this?