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public void draw(GL10 gl, float angle, float x, float y) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glPushMatrix(); gl.glTranslatef(x, y, 0f); gl.glRotatef(angle, 0.0f,0.0f, 1.0f); GL11 gl11 = (GL11)gl; gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, vertexBufferIndex); gl11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0); //gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, textureBufferIndex); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indexBufferIndex); //gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); gl11.glTexCoordPointer(3, GL11.GL_FLOAT, 0, 0); //gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //gl.glDrawElements(GL11.GL_TRIANGLE_STRIP, mNrOfVertices, GL11.GL_UNSIGNED_SHORT, mIndexBuffer); gl11.glDrawElements(GL11.GL_TRIANGLE_STRIP, mNrOfVertices, GL11.GL_UNSIGNED_SHORT, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); gl.glPopMatrix(); }