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/* The last thing is that we need to describe some Triangles. * A triangle got 3 vertices. * The confusing thing is, that it is important in which order * the vertices of each triangle are described. * So describing a triangle through the vertices: "0, 3, 4" * will not result in the same triangle as: "0, 4, 3" * You probably ask: Why the hell isn't that the same ??? * The reason for that is the call of: "gl.glFrontFace(gl.GL_CW);" * which means, that we have to describe the "visible" side of the * triangles by naming its vertices in a ClockWise order! * From the other side, the triangle will be 100% lookthru! * You can create a kind of magic mirror with that ;). */ byte indices[] = { 0, 4, 1, // The four side-triangles 1, 4, 2, 2, 4, 3, 3, 4, 0, 1, 2, 0, // The two bottom-triangles 0, 2, 3};