I'm having trouble getting my Android opengl app to display a quad. Is
there anything obviously wrong with this code?
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
float[] myverts = new float[]
{
-.77f, .58f,
.77f, .58f,
.77f, -.58f,
-.77f, -.58f
};
FloatBuffer[] fb = new FloatBuffer[1];
fb[0] = FloatBuffer.wrap(myverts);
float[] mytex = new float[]
{
0, 0,
1, 0,
1, 1,
0, 1
};
FloatBuffer[] tfb = new FloatBuffer[1];
tfb[0] = FloatBuffer.wrap(myverts);
gl.glTranslatef(0, 0, -5);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texturesBuffer.get(0));
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, fb[0]);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, tfb[0]);
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
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