title: simplifying texture and corner coordinates 'openGL
body: <p>this is the coordinates part of my dice (a cube covered by a dice texture).
  I've seen in some codes it is possible to omit the common coordinates which are pointing to same position ? any way I do it my shape gets disordered!
  how can I simplify it ?</p>
  
  <p>here is my code --> the cube corner coordinates , the texture coordinates and the vertex indexes</p>
  
  <pre><code>final float pt2[] = new float[] { 
                  0, 0, 0,
                  0, 1, 0,
                  1, 0, 0, 
                  1, 1, 0,
  
                  0, 0, 1,
                  0, 1, 1, 
                  1, 0, 1,
                  1, 1, 1,
  
                  1, 1, 1, /* 8 */
                  1, 1, 0,
                  0, 1, 0, 
                  0, 1, 1,
  
                  1, 0, 1, 
                  1, 0, 0,
                  0, 0, 0,
                  0, 0, 1,
  
                  0, 0, 1, /* 16 */
                  0, 1, 1,
                  1, 1, 1, 
                  1, 0, 1,
  
                  1, 0, 0,
                  0, 0, 0, 
                  0, 1, 0, 
                  1, 1, 0 };
          final float texture[] = new float[] { 
                  1f, 0.66f, 
                  0.66f, 0.66f,
                  0f,0.33f, 
                  0.33f, 0.33f,
  
                  1f, 0.33f, 
                  0.66f, 0.33f,
                  0.0f, 0.0f,
                  0.33f, 0f,
  
                  0.33f, 0f,
                  0.33f, 0.33f,
                  0.66f, 0.33f,
                  0.66f, 0f,
  
                  0.33f, 0.33f,
                  0.33f, 0.66f,
                  0.66f, 0.66f,
                  0.66f, 0.33f,
  
                  0.66f, 0f,
                  0.66f, 0.33f,
                  1f, 0.33f, 
                  1f, 0f,
  
                  0f, 0.33f,
                  0f, 0.66f,
                  0.33f, 0.66f,
                  0.33f, 0.33f,
  
          };
  
          final byte[] vertexIndex = new byte[] { 
                  6, 2, 3,7, //1
                  5, 1, 0, 4, //2
                  8,9,10, 11, //3
                  15, 14, 13,12, //4
                  20, 21,22, 23, //5
                  16, 19, 18, 17 }; //6
  </code></pre>