   Textured Indexed Cube - How?
  I want my engine to be as efficient as possible, so instead of using 24 vertices for every cube, I was hoping to get away with using 8. I think I could do it if i had 3 different texture co-ordinates for each vertex (Each vertex is connected to three faces), but I don't know how to use multiple texture orientations. Help me please.   
  You didn't mention which API you use, so I'll give a generic answer.Unless you're using an inordinate number of cubes, that won't matter. If you do have a huge number of cubes, reducing the number of vertices will be the last optimisation you'll want to do, after texture sorting, instancing, ...Remember also that the number of vertices doesn't translate directly into performance. If you will be using a significantly more complex shader to enable fewer vertices, you might end up with slower processing.   ;  Thanks for the help. (Directx9 if anyone still wants to show me how)   