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GL11 gl11 = (GL11) gl; // draw using hardware buffers gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, PlaneVertBufferIndex1); gl11.glVertexPointer(3, GL10.GL_FIXED, 0, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, textureCoordBufferIndex); gl11.glTexCoordPointer(2, GL11.GL_FIXED, 0, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indexBufferIndex); gl11.glBindTexture(GL10.GL_TEXTURE_2D, textures[2]); gl11.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_UNSIGNED_SHORT, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, PlaneVertBufferIndex2); gl11.glVertexPointer(3, GL10.GL_FIXED, 0, 0); gl11.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl11.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_UNSIGNED_SHORT, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, PlaneVertBufferIndex3); gl11.glVertexPointer(3, GL10.GL_FIXED, 0, 0); gl11.glBindTexture(GL10.GL_TEXTURE_2D, textures[1]); gl11.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_UNSIGNED_SHORT, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, PlaneVertBufferIndex4); gl11.glVertexPointer(3, GL10.GL_FIXED, 0, 0); gl11.glBindTexture(GL10.GL_TEXTURE_2D, textures[3]); 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);