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gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluOrtho2D(gl, 0.0f, _width, 0.0f, _height); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); gl.glVertexPointer(3, GL10.GL_FIXED, 0, oglSprite.VertexBuffer); gl.glColorPointer(4, GL10.GL_FIXED, 0, oglSprite.ColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 6, GL10.GL_UNSIGNED_BYTE, oglSprite.IndexBuffer);