Thanks Robert.

I'm not sure what you mean with your second suggestion. I don't understand how 
a vertex has a texture associated with it, and not a triangle?

In my simple view of trying to color facets of the surface, my understanding is 
that a texture would have to be applied to a specific facet? This would also 
mean there is no color interpolation from vertex to vertex?

Considering shared vertex reduction only, I can't see that the solution from my 
function can be improved, but I am not sure if, for example, many triangle 
strips is more efficient for rendering? (Compared to a list of single 
triangles.) I don't think so, though. Strips are surely just a way of storage 
reduction.

Kind regards

Kevin

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