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@Override public void onDrawFrame(GL10 gl) { // define the color we want to be displayed as the "clipping wall" gl.glClearColor(_red, _green, _blue, 1.0f); // reset the matrix - good to fix the rotation to a static angle //gl.glLoadIdentity(); // clear the color buffer and the depth buffer to show the ClearColor // we called above... gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); initTriangle(); gl.glColor4f(0.5f, 0f, 0f, 0.5f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, _vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, _nrOfVertices, GL10.GL_UNSIGNED_SHORT, _indexBuffer); // set rotation gl.glRotatef(100, 0f, 1f, 0f); gl.glRotatef(-100, 0f, 1f, 0f); initStaticTriangle(); gl.glColor4f(0f, 0.5f, 0f, 0.5f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, _vertexBufferStatic); gl.glDrawElements(GL10.GL_TRIANGLES, _nrOfVertices, GL10.GL_UNSIGNED_SHORT, _indexBufferStatic); }