What you can try is to build a unique texture including all of your textures. This texture is known as mosaic or atlas.
It also has the performance advantage to reduce the number of texture bindings (texture binding is an expensive operation even in the immediate mode (glBegin()/glEnd()). The drawback is to pay attention how to build this texture as it can impact linear filtering of textures. You have to make sure that your internal textures are separated by a border pixel. This is a problem also for mipmapping.
or you create a vertex array per face.
google for âmosaic opengl textureâ and see
the second item âAdvanced graphics programming using openGL - Google Books Resultâ
Now I donât understand what you are trying to achieve in the first place. Are you trying to apply texture0 to all the faces of the cube in the first frame and then apply texture1 to all the faces of the cube in the next frame? Or do you have to apply a different texture per face?