how to put the texture into one buffer?How to make the textures connect to the vertices?
That depends on what API you're using. Is this DirectX11? XNA? Something else?
In most cases, (assuming the vertices also have texture coordinates associated with them) you pass the texture and the texture coordinates to the pixel shader drawing the mesh.
And what kind of optimizations you think i still can do?
Optimizations could include:
View-frustum culling (don't even bother drawing something the camera can't see)
Storing geometry in a partitioning tree to cull entire branches that aren't visible (makes the culling process more efficient than checking per-mesh)
Instancing (if you have a lot of identical/similar meshes)
Batching by material/effect to reduce changes to the rendering pipeline
...the list goes on. There are a lot of articles and blogs about how different studios grabbed those last extra frames-per-second by some code trickery, but like I said before, pre-optimization is a trap you can fall into, making your task overly-complex without confirming you even NEED to based on your use cases.