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... public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); // Testing LIGHT // gl.glEnable(GL10.GL_LIGHTING); gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, matAmbient, 0); gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, matDiffuse, 0); gl.glEnable(GL10.GL_LIGHT0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPos, 0); // draw triangle gl.glTranslatef(-1.5f, 0, -6); gl.glRotatef(triangleRot, 0, 1, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, triangleVertexBfr); gl.glColorPointer(4, GL10.GL_FLOAT, 0, triangleColorBfr); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); // draw quad gl.glLoadIdentity(); gl.glTranslatef(1.5f, 0, -6); gl.glRotatef(quadRot, 1, 0, 0); gl.glColor4f(1.0f, 0.0f, 0.0f, 1.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, quadVertexBfr); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); // update rotations //triangleRot += 0.8f; quadRot -= 0.5f; } ...