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gl.glActiveTexture (GL10.GL_TEXTURE0); gl.glBindTexture (GL10.GL_TEXTURE_2D, textureIndex); gl.glFrontFace (GL10.GL_CW); gl.glPushMatrix(); // Place element: gl.glTranslatef (x, y, 0); // X and Y are real pixel coords // Set VERTEX buffer (see that we specify 2 coords per element instead 3 because we have defined coords as 2 elements gl.glVertexPointer (2, GL10.GL_FLOAT, 0, coordsBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer ); gl.glDrawElements (GL10.GL_TRIANGLE_STRIP, vertex_strip.length, GL10.GL_UNSIGNED_SHORT, triangleStripBuffer); gl.glPopMatrix();