I wrote this code back in the day to draw a fake crack on a user's
phone:

        static void drawCrack(GL10 gl) {
                gl.glMatrixMode(GL10.GL_MODELVIEW);
                gl.glLoadIdentity();
                gl.glDisable(GL10.GL_DEPTH_TEST);
                gl.glDisable(GL10.GL_CULL_FACE);


                gl.glDisable(GL_LIGHTING);
                gl.glEnable(GL10.GL_TEXTURE_2D);
                gl.glColor4f(1, 1, 1, 1);

                gl.glEnable(GL10.GL_BLEND);
                gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

                float[] texcoords = new float[] { 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.0f,
                                0.0f, 0.0f };

                float[] vercoords = new float[] { -2, -2, 2, -2, 2, 2, -2, 2 };

                FloatBuffer tfb = DirectWrap.wrap(texcoords);
                FloatBuffer vfb = DirectWrap.wrap(vercoords);
                gl.glBindTexture(GL10.GL_TEXTURE_2D, crackedImg);

                gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
                gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

                gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
                gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, tfb);
                gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vfb);

                gl.glPushMatrix();
                gl.glScalef(1.7f, 1.7f, 1);

                gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4);
                gl.glPopMatrix();

                gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
                gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

                gl.glDisable(GL10.GL_TEXTURE_2D);
                gl.glDisable(GL10.GL_BLEND);

                gl.glMatrixMode(GL10.GL_TEXTURE);

                gl.glLoadIdentity();
                gl.glMatrixMode(GL10.GL_MODELVIEW);


        }


It used to work, but for some reason, it stopped working.  Any ideas
why?

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