It's a good idea to render all polys with the same textures before you go on and renderer polys with another different texture.
That's exactly what it does. Every time the mesh is change, it reorganizes the triangles into lists that have the same material, and renders each group.
Try this to download the latest source. I also made some changes to Opengl32.decls!
I am just trying to get vertex lights working for the static meshes and character models. If you uncomment the setuplight command in RenderCamera.bb, just after the GLLoadIdentity() you'll see that a point light can be made to work with vertex lights, but the light moves with the camera!