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OpenGL VBOs, Texture Mapping and lib3DS

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Hi everyone. I am new to OpenGL programming and what follows may be a silly question. I am writing some code to display 3DS objects using "lib3ds". I've found a single tutorial on the web on how to use "lib3ds" and using another post from this forum I've managed to more or less display 3DS objects (albeit without textures). At the moment, I use VBOs to load in the vertices, normals and texture coords:
...
for(mesh=model->meshes; mesh!=NULL; mesh=mesh->next)
{
    lib3ds_mesh_calculate_normals(mesh, &normals[finishedFaces*3]); // normals
    
    // loop through every face
    for(unsigned int curFace=0; curFace < mesh->faces; curFace++)
    {
        Lib3dsFace *face = &mesh->faceL[curFace];
        for(unsigned int i=0; i<3; i++)
        {
            memcpy(&vertices[finishedFaces*3+i],mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector));
            if(mesh->texels)    // texture coordinates
                memcpy(&texCoords[finishedFaces*3+i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel));
        }     
        finishedFaces++;
    }
}
...

However, I have no idea how to load the "lib3ds" texture data and how to then draw the textures using glDrawArrays(). I can manually load a single texture file, and then call glBindTexture() before calling glDrawArrays() and that works fine. This is of course not ideal as many of the 3DS files I am dealing with have more than a single texture. I've tried reading the "red book" and NeHe's OpenGL tutorials, but found nothing on this topic. Any help would be appreciated. Cheers -EM

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