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);


        }

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