Im trying to optimise my code by combining my textures into array textures (I realised I can't use texture atlases because most textures are repeated (over ground etc.)). I am working in PyGame and PyOpenGL, and I have never used shaders before. Is it possible to bind a single array texture with `glBindTexture(GL_TEXTURE_2D_ARRAY, texname)` and use 3d texture coordinates or something to access the different layers? Is it even possible without shaders?

At the moment I have a call to glDrawArrays for every texture with this function:

```
def DRAW(im, array):
    glBindTexture(GL_TEXTURE_2D,im)
    glTexCoordPointer(2, GL_FLOAT, 32, array)
    glNormalPointer(GL_FLOAT, 32, array[2:])
    glVertexPointer(3, GL_FLOAT, 32, array[5:])
    glDrawArrays(GL_QUADS,0,len(array)/8)

```