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public void start(Object source) { if (source != null && source instanceof GLSurfaceView) { setRuntimeLoopSubDiv(s_SUB1); // Optional: disable dither to boost performance gl.glDisable(GL_DITHER); Texture introScreen = TextureLoader.loadTexture2D(R.drawable.load_screen, GL_REPEAT, GL_REPEAT, GL_LINEAR, GL_NEAREST, GL_MODULATE); glUtil.setOrtho(viewDim.width, viewDim.height); gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gl.glEnableClientState(GL_VERTEX_ARRAY); gl.glEnableClientState(GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL_TEXTURE_2D); introScreen.setTexParameters(); Texture.drawTexturedQuad(0, 0, viewDim.width, viewDim.height); gl.glDisableClientState(GL_VERTEX_ARRAY); gl.glDisableClientState(GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL_TEXTURE_2D); glUtil.resetOrtho(); glUtil.swapBuffers(); auriga3DGameLoop.initialize(); } }