Vertex array and vbo rendering in coin coin 2.5 added improved support for opengl vertex array and vbo rendering. this might lead to major rendering performance improvements compared to the old rendering code. the new rendering code has been added for the soindexedfaceset, sovrmlindexedfaceset, soindexedlineset, sovrmlindexedlineset, sopointset, sofaceset and sovrmlpointset nodes. to take advantage of the improved performance vertex array and vbo rendering yields, you'll need to organize your vertex data in a way that makes it possible to render it with opengl vertex arrays. opengl vertex array rendering does not support multiple index arrays, so all your vertex data (coordinates, normals, colors and texture coordinates) must use the same index array; or use overall binding. for the indexed nodes, this means that per_vertex_indexed and overall are the only supported bindings for materials, normals and texture coordinates. when per_vertex_indexed binding is used, the corresponding index field should by empty. this will signal the shape to use the coordindex field for indices. below is an example scene graph that will be rendered using vertex arrays: