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Yet another question on Vertex Arrays!

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Hi you all, I''m having some problems with the structure of the data i need to send to the graphics card. What i would like to know is if you can use diferent texture coordinates with the same vertex''s in order to draw geometry without having to duplicate vertex info. Hehe, i belive that''s kind a rough and maybe hard to understand. Lets suppose you have a mesh with 100 triangles, the thing is that you also have 100 texture faces, so that gives more texture coord''s then vertex''s, how can i pass this information to OpenGL using interleaved arrays, in an optimized manner so that memory costs keep as low as possible? Just asking couse i didn''t find it anywere else. And yes i ded read the Red Book Thanks for your help.

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