   Texture ID Index's with Vertex Array's question
  Hello all,Is it possible to use an OpenGl Texture ID when using Vertex Array's to render a different texture for each polygon?Maybe an explanation will make more sense. I wish to render a cube with a different texture on each face. Normally I need to manually set a texture, then render a quad, then repeat 6 times. I was thinking there was a way to avoid this? Is there a way to do this using vertex arrays/buffers?The code I have is as follows:   static whatever_texture_vertex cube[] =    {   //    tu    tvx y z { 0.0f, 0.0f, -4.0f, -4.0f,  6.0f }, { 1.0f, 0.0f,  4.0f, -4.0f,  6.0f }, { 1.0f, 1.0f,  4.0f,  4.0f,  6.0f }, { 0.0f, 1.0f, -4.0f,  4.0f,  6.0f }, { 1.0f, 0.0f, -4.0f, -4.0f, -6.0f }, { 1.0f, 1.0f, -4.0f,  4.0f, -6.0f }, { 0.0f, 1.0f,  4.0f,  4.0f, -6.0f }, { 0.0f, 0.0f,  4.0f, -4.0f, -6.0f }, { 0.0f, 1.0f, -4.0f,  6.0f, -4.0f }, { 0.0f, 0.0f, -4.0f,  6.0f,  4.0f }, { 1.0f, 0.0f,  4.0f,  6.0f,  4.0f }, { 1.0f, 1.0f,  4.0f,  6.0f, -4.0f }, { 1.0f, 1.0f, -4.0f, -6.0f, -4.0f }, { 0.0f, 1.0f,  4.0f, -6.0f, -4.0f }, { 0.0f, 0.0f,  4.0f, -6.0f,  4.0f }, { 1.0f, 0.0f, -4.0f, -6.0f,  4.0f }, { 1.0f, 0.0f,  6.0f, -4.0f, -4.0f }, { 1.0f, 1.0f,  6.0f,  4.0f, -4.0f }, { 0.0f, 1.0f,  6.0f,  4.0f,  4.0f }, { 0.0f, 0.0f,  6.0f, -4.0f,  4.0f }, { 0.0f, 0.0f, -6.0f, -4.0f, -4.0f }, { 1.0f, 0.0f, -6.0f, -4.0f,  4.0f }, { 1.0f, 1.0f, -6.0f,  4.0f,  4.0f }, { 0.0f, 1.0f, -6.0f,  4.0f, -4.0f }   };   glPushMatrix();   ...   glEnableClientState(GL_VERTEX_ARRAY);   glEnableClientState(GL_TEXTURE_COORD_ARRAY);// glEnableClientState(GL_TEXTURE_ID_ARRAY); ????????????????   char* base = ((char*) cube);   glVertexPointer  (3, GL_FLOAT, sizeof(texture_vertex), base + sizeof(texture));   glTexCoordPointer(2, GL_FLOAT, sizeof(texture_vertex), base);   glDrawArrays(GL_QUADS, 0, 24);// glDisableClientState(GL_TEXTURE_ID_ARRAY); ????????????????   glDisableClientState(GL_TEXTURE_COORD_ARRAY);   glDisableClientState(GL_VERTEX_ARRAY);   glPopMatrix();   return;Thanks everyone in advance!   