   Rendering models from non-interleved arrays
  I have three separate arrays, one containing vertex positions (3f), one containing vertex normals (3f), and one containing texture coordinates (2f). Each face is made up of 9 total indices, one for each of the above arrays, times three points per (triangular) face. I want to render this data in OpenGL. All of the code I have seen uses one interleaved array to store all three vertex attributes (and consequently uses only 3 indices per face). Is it possible to have OpenGL render my data in its current form, or will I have to pre-process it to put it in interleaved form before OpenGL will touch it? I realize I could always just loop through the faces, manually de-index the arrays, and pass the data to OpenGL using direct vertex calls, but I was hoping for something a little more efficient. Can Vertex Buffer Objects (which I know very little about) be used in this case? Sorry for my ignorance, and thank you.   
  Sure you can render from separate buffers, setting each gl*Pointer separately, with no stride. But OpenGL can't render using separate indices for each buffer. So preprocessing will be required so only one index buffer exists and can be passed to glDrawElements.   ;  I guess I was hoping OpenGL supported multiple indices somehow. Oh well. Thanks for the help. :)   