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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Set the face rotation gl.glFrontFace(GL10.GL_CCW); // Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); // Draw the vertices as triangles, based on the Index Buffer // information gl.glDrawElements(GL10.GL_TRIANGLES, (mVerts * 3) / 2, GL10.GL_UNSIGNED_BYTE, indexBuffer); // Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);