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public void generateHardwareBuffers(GL10 gl) { if (particleVertBufferIndex == 0) { if (gl instanceof GL11) { GL11 gl11 = (GL11) gl; int[] buffer = new int[1]; // Allocate and fill the vertex buffer. gl11.glGenBuffers(1, buffer, 0); particleVertBufferIndex = buffer[0]; gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, particleVertBufferIndex); final int vertexSize = vertexBuffer.capacity() * 4; gl11.glBufferData(GL11.GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL11.GL_STATIC_DRAW); int error = gl11.glGetError(); if (error != GL10.GL_NO_ERROR) { Log.e("AirDefender", "Generate vertex buffer GLError: " + error); } // Allocate and fill the vertex buffer. gl11.glGenBuffers(1, buffer, 0); aircraftVertBufferIndex = buffer[0]; gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, aircraftVertBufferIndex); final int vertex2Size = vertex2Buffer.capacity() * 4; gl11.glBufferData(GL11.GL_ARRAY_BUFFER, vertex2Size, vertex2Buffer, GL11.GL_STATIC_DRAW); error = gl11.glGetError(); if (error != GL10.GL_NO_ERROR) { Log.e("AirDefender", "Generate vertex buffer GLError: " + error); } // Allocate and fill the texture coordinate buffer. gl11.glGenBuffers(1, buffer, 0); textureCoordBufferIndex = buffer[0]; gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, textureCoordBufferIndex); final int texCoordSize = textureBuffer.capacity() * 4; gl11.glBufferData(GL11.GL_ARRAY_BUFFER, texCoordSize, textureBuffer, GL11.GL_STATIC_DRAW); error = gl11.glGetError(); if (error != GL10.GL_NO_ERROR) { Log.e("AirDefender", "Generate texture buffer GLError: " + error); } // Unbind the array buffer. gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); // Allocate and fill the index buffer. gl11.glGenBuffers(1, buffer, 0); indexBufferIndex = buffer[0]; gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indexBufferIndex); // A char is 2 bytes. final int indexSize = indexBuffer.capacity() * 2; gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, indexSize, indexBuffer, GL11.GL_STATIC_DRAW); error = gl11.glGetError(); if (error != GL10.GL_NO_ERROR) { Log.e("AirDefender", "Generate index buffer GLError: " + error); } // Unbind the element array buffer. gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); } } }