   vertex arrays
  I think that using vertex arryas is not that good , for a pair of reason , i''ve implemented an md2 and md3 model loaderand i wanted to render them using opengl of course ,so i did an array for vertex , an array for normals , and a triangle index to use as a look up , everything was fine , but when i decided to add texturing i realized that if a triangle shares a vertex with another one , the texture coords may vary , so i''ve taken a look at a lot of source code and discovered that each loader / viewer that use triangle arrays , needs to have the obkect built in a striclty forced order , so i ''m thinking what''s the benfit if i have to ''unroll'' the object thus duplicating the verticies sharing different texture coords  and put them into an array , where is the speed increase ??maybe this may sound a stupid question , but i think there aren''t stupid question , only question ( sorry for my english )  
  the only way to see whaich way is quicker is to test it against other methods. there are no rules saying that this + this will always be the quickest method of drawing stuff. sometimes its DL''s, sometimes vertex arrays, sometimes CVA''s + even sometimes intermediate polygons. the only way you''ll know for yourself is to test.    http://members.xoom.com/myBollux  ;  Vertex arrays (especially using wglAllocateNV on geforces) are fast. I''m not sure how models are textured normally, but assuming that there is only one texture per model, there will only be more than one texture coordinate specified for coordinates at the seam between edges of the texture.I assume that the modelling program will have specified separate vertices already for this, or the model would look all wrong. If not (as is the case in 3dsmax ASE files grrr...), then you will have to go through the vertex list, find the vertices with multiple texture coords specified and split them in two. This shouldn''t make rendering the model much less efficient, and you''ll have to do it however you render the model.  