Hi,

I got an issue while rendering a number of meshes on a GlSurfaceView
renderer: The meshes are sometimes broken or are not updated on screen
during my render call. The whole 1.6 application is running single
threaded, rendering is done with vertexpointers like this:

glVertexPointer(3, GL10.GL_FIXED, 0,
(IntBuffer)_pMesh.getBufferVtx());

It looks a bit like the native interfaced get spammed by my render
calls and do not get enough time to natively actually draw the data?
It behaves completely the same on emulator and an actual phone. I am
using the rendering pipeline on a PC project as well were is works
absolutely fine.

I begun feeling really desperate and dumb because I can't get this
working properly since days. :(

Thank you!

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