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public void onDrawFrame(GL10 gl) { // clear Screen and Depth Buffer gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // Reset the Modelview Matrix gl.glLoadIdentity(); if (mGLView.isPickingEnabled()) { gl.glDisable(GL10.GL_TEXTURE_2D); gl.glDisable(GL10.GL_LIGHTING); gl.glDisable(GL10.GL_FOG); // draw colored objects and picking pixel color pickingDraw(gl); // Translate screen coordinate Y to openGL-screen coordinates mGLView.mPickingY = (int)(mHeight - mGLView.mPickingY); gl.glReadPixels((int) mGLView.mPickingX, (int) mGLView.mPickingY, 1, 1, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, mGLView.m_PickingPixelBuffer); Log.i("RA", "RGBA COLORS: " + (int) mGLView.m_PickingPixelBuffer.get(0) + " , " + (int) mGLView.m_PickingPixelBuffer.get(1) + " , " + (int) mGLView.m_PickingPixelBuffer.get(2) + " , " + (int) mGLView.m_PickingPixelBuffer.get(3) ); mGLView.disablePicking(); // Clear BACK BUFFER gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); } gl.glLoadIdentity(); // Drawing gl.glTranslatef(0.0f, 0.0f, -25.0f); // move 5 units INTO the screen square.draw(gl); gl.glTranslatef(0.0f, -5.0f, 0.0f); square.draw(gl); gl.glTranslatef(4.0f, 10.0f, 0.0f); triangle.draw(gl); }