title: How many vertices needed in to draw a cube in OpenGL ES?
body: <p>I see different number of vertices in different online sites to represent the same cube in OpenGL ES.
  For Example this is one:</p>
  
  <pre><code>float vertices[] = { -width, -height, -depth, // 0
                                width, -height, -depth, // 1
                                width,  height, -depth, // 2
                               -width,  height, -depth, // 3
                               -width, -height,  depth, // 4
                                width, -height,  depth, // 5
                                width,  height,  depth, // 6
                               -width,  height,  depth // 7
          };  
    short indices[] = { 0, 2, 1,
                  0, 3, 2,
  
                  1,2,6,
                  6,5,1,
  
                  4,5,6,
                  6,7,4,
  
                  2,3,6,
                  6,3,7,
  
                  0,7,3,
                  0,4,7,
  
                  0,1,5,
                  0,5,4
                           };
  </code></pre>
  
  <p>And here is another one:</p>
  
  <pre><code>float vertices[] = {
              //Vertices according to faces
                  -1.0f, -1.0f, 1.0f, //Vertex 0
                  1.0f, -1.0f, 1.0f,  //v1
                  -1.0f, 1.0f, 1.0f,  //v2
                  1.0f, 1.0f, 1.0f,   //v3
  
                  1.0f, -1.0f, 1.0f,  //...
                  1.0f, -1.0f, -1.0f,         
                  1.0f, 1.0f, 1.0f,
                  1.0f, 1.0f, -1.0f,
  
                  1.0f, -1.0f, -1.0f,
                  -1.0f, -1.0f, -1.0f,            
                  1.0f, 1.0f, -1.0f,
                  -1.0f, 1.0f, -1.0f,
  
                  -1.0f, -1.0f, -1.0f,
                  -1.0f, -1.0f, 1.0f,         
                  -1.0f, 1.0f, -1.0f,
                  -1.0f, 1.0f, 1.0f,
  
                  -1.0f, -1.0f, -1.0f,
                  1.0f, -1.0f, -1.0f,         
                  -1.0f, -1.0f, 1.0f,
                  1.0f, -1.0f, 1.0f,
  
                  -1.0f, 1.0f, 1.0f,
                  1.0f, 1.0f, 1.0f,           
                  -1.0f, 1.0f, -1.0f,
                  1.0f, 1.0f, -1.0f,
                                      };
  </code></pre>
  
  <p>Which representation is highest performance in OpenGL ES ( Note that it is OpenGL ES and not OpenGL)? Which is the best representation when I want to specify normals for lighting. In  one my other quations on SO, I get the impression that I need to specify 24 vertices for the cube, another one says I need 36 vertices, yet another one says I need a different number getting contradictory answers to the same question. Anyway I want to know correct single answer that is technically correct.</p>
  
  <p>I know there is a concept of Triangle Strip or Triangle fans etc. for drawing but in my case I am using:</p>
  
  <pre><code>gl.glDrawElements(GL10.GL_TRIANGLES, mNumOfIndices,
                  GL10.GL_UNSIGNED_SHORT, mIndicesBuffer);
  </code></pre>
  
  <p>So this should clearly clarify what I am asking.</p>