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@Override public void draw(GL10 gl) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glPushMatrix(); gl.glTranslatef(x, y, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textureName); gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); GL11 gl11 = (GL11) gl; // draw using hardware buffers gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, SimpleGLRenderer.aircraftVertBufferIndex); gl11.glVertexPointer(3, GL10.GL_FIXED, 0, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, SimpleGLRenderer.textureCoordBufferIndex); gl11.glTexCoordPointer(2, GL11.GL_FIXED, 0, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, SimpleGLRenderer.indexBufferIndex); gl11.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_UNSIGNED_SHORT, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); gl.glPopMatrix(); engine.draw(gl); }