I'm having trouble getting my Android opengl app to display a quad. Is there anything obviously wrong with this code?
public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); float[] myverts = new float[] { -.77f, .58f, .77f, .58f, .77f, -.58f, -.77f, -.58f }; FloatBuffer[] fb = new FloatBuffer[1]; fb[0] = FloatBuffer.wrap(myverts); float[] mytex = new float[] { 0, 0, 1, 0, 1, 1, 0, 1 }; FloatBuffer[] tfb = new FloatBuffer[1]; tfb[0] = FloatBuffer.wrap(mytex); gl.glTranslatef(0, 0, -5); gl.glBindTexture(GL10.GL_TEXTURE_2D, texturesBuffer.get(0)); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, fb[0]); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, tfb[0]); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } -- unsubscribe: android-porting+unsubscr...@googlegroups.com website: http://groups.google.com/group/android-porting