/* 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};