Hi Guys! I encountered some problem when trying to render a model in OpenGL. I know that in order to render a mesh, for each of its vertices, a vertex attribute is specified, containing information such as its position, color, etc. I store the indices to traverse vertices to avoid duplicate vertex problem. However, the same vertex can be traversed while rendering different faces, therefore needing a different normal. In hindsight, it doesn't look like I can store the normals in vertex attributes anymore, but I don't want to average the normals since I want it to have a sharp-edge effect. I searched on the web and the only answer I can find is "don't use indices". I was wondering if any of you handmade folks know the answer to this. Thanks a bunch!