Index: init.c
===================================================================
--- init.c	(revision 1009)
+++ init.c	(revision 1010)
@@ -260,24 +260,15 @@
 else
     raydium_texture_compression_enabled=0;
 
-raydium_vertex_x=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_y=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_z=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_normal_x=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_normal_y=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_normal_z=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_tangent_x=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_tangent_y=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_tangent_z=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_normal_visu_x=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_normal_visu_y=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_normal_visu_z=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_texture_u=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_texture_v=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
+raydium_vertex_arr=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat)*3);
+raydium_vertex_normal_arr=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat)*3);
+raydium_vertex_tangent_arr=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat)*3);
+raydium_vertex_normal_visu_arr=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat)*3);
+raydium_vertex_texture_uv_arr=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat)*2);
 raydium_vertex_texture=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLuint));
 raydium_vertex_texture_multi=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLuint));
-raydium_vertex_texture_multi_u=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
-raydium_vertex_texture_multi_v=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat));
+raydium_vertex_texture_multi_uv_arr=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLfloat)*2);
+
 for(i=0;i<(RAYDIUM_RENDER_MAX_TEXUNITS-1);i++)
         raydium_vertex_texture_env[i]=malloc(RAYDIUM_MAX_VERTICES*sizeof(GLuint));
 raydium_vertex_tag=malloc(RAYDIUM_MAX_VERTICES);