Just wondering it would be possible to set up a single ByteBuffer and then offsets into it with the glTexCoordPointer() call. Note that I am not looking to do strided calls, but a single array with all the coords for Texture0, followed by all the coords with Texture1 etc. I know I can do it with separate buffers for each texture index, but was hoping we might have a shortcut that cuts down on the number of buffer instances we need to create.