Context: Since the index buffer object allows me to prevent duplicating vertices and the texture buffer objects only applies to vertices, I seem unable to wrap the texture properly all the way around the cylinder (no vertices are mapped to the UV coordinates (1, 0) for example). It seems like I need to add an additional set of vertical vertices overlapping the first one but this messes with my calculation of the normals of the vertices.
Question: Is there a way to map texture coordinates to indices instead of vertices or something like that, so that the texture completely wraps around the rolled mesh?