public void draw() {
   GL11 gl = getGLManager().getGL();
   //   bind( );
   gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indices);
   gl.glDrawElements(GL10.GL_TRIANGLES, indices_length, GL10.GL_UNSIGNED_SHORT, 0);
   gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
 }
  public void drawMesh(
      BasicTexture tex, int x, int y, int xyBuffer, int uvBuffer, int indexBuffer, int indexCount) {
    float alpha = mAlpha;
    if (!bindTexture(tex)) return;

    mGLState.setBlendEnabled(mBlendEnabled && (!tex.isOpaque() || alpha < OPAQUE_ALPHA));
    mGLState.setTextureAlpha(alpha);

    // Reset the texture matrix. We will set our own texture coordinates
    // below.
    setTextureCoords(0, 0, 1, 1);

    saveTransform();
    translate(x, y);

    mGL.glLoadMatrixf(mMatrixValues, 0);

    mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, xyBuffer);
    mGL.glVertexPointer(2, GL11.GL_FLOAT, 0, 0);

    mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, uvBuffer);
    mGL.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0);

    mGL.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
    mGL.glDrawElements(GL11.GL_TRIANGLE_STRIP, indexCount, GL11.GL_UNSIGNED_BYTE, 0);

    mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords);
    mGL.glVertexPointer(2, GL11.GL_FLOAT, 0, 0);
    mGL.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0);

    restoreTransform();
    mCountDrawMesh++;
  }
Beispiel #3
0
  public void render(GL10 gl, Texture texture) {
    gl.glEnable(GL10.GL_TEXTURE_2D);
    texture.bind(gl);

    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    GL11 gl11 = (GL11) gl;
    // draw using hardware buffers
    gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, vertexbufferId);
    gl11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0);

    gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, texturebufferId);
    gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0);

    gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indexbufferId);
    gl11.glDrawElements(GL11.GL_TRIANGLES, indices.length, GL11.GL_UNSIGNED_SHORT, 0);

    gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
    gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);

    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    //		if (vertexbufferId == 0 || texturebufferId == 0 || indexbufferId == 0 || gl11.glGetError()
    // != 0) {
    //			Log.e("Grid", "VBO Not available: " + gl11.glGetError() + ", " +
    // gl11.glGetString(gl11.glGetError()));
    //		}
  }
    public void createBufferObjects(GL gl) {
      checkGLError(gl);
      // Generate a the vertex and element buffer IDs
      int[] vboIds = new int[2];
      GL11 gl11 = (GL11) gl;
      gl11.glGenBuffers(2, vboIds, 0);
      mVertexBufferObjectId = vboIds[0];
      mElementBufferObjectId = vboIds[1];

      // Upload the vertex data
      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
      mVertexByteBuffer.position(0);
      gl11.glBufferData(
          GL11.GL_ARRAY_BUFFER,
          mVertexByteBuffer.capacity(),
          mVertexByteBuffer,
          GL11.GL_STATIC_DRAW);

      gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId);
      mIndexBuffer.position(0);
      gl11.glBufferData(
          GL11.GL_ELEMENT_ARRAY_BUFFER,
          mIndexBuffer.capacity() * CHAR_SIZE,
          mIndexBuffer,
          GL11.GL_STATIC_DRAW);

      // We don't need the in-memory data any more
      mVertexBuffer = null;
      mVertexByteBuffer = null;
      mIndexBuffer = null;
      checkGLError(gl);
    }
  private void prepareBuffers(GLCanvas canvas) {
    mBufferNames = new int[3];
    GL11 gl = canvas.getGLInstance();
    GLId.glGenBuffers(3, mBufferNames, 0);

    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBufferNames[0]);
    gl.glBufferData(
        GL11.GL_ARRAY_BUFFER,
        mXyBuffer.capacity() * (Float.SIZE / Byte.SIZE),
        mXyBuffer,
        GL11.GL_STATIC_DRAW);

    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBufferNames[1]);
    gl.glBufferData(
        GL11.GL_ARRAY_BUFFER,
        mUvBuffer.capacity() * (Float.SIZE / Byte.SIZE),
        mUvBuffer,
        GL11.GL_STATIC_DRAW);

    gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mBufferNames[2]);
    gl.glBufferData(
        GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity(), mIndexBuffer, GL11.GL_STATIC_DRAW);

    // These buffers are never used again.
    mXyBuffer = null;
    mUvBuffer = null;
    mIndexBuffer = null;
  }
Beispiel #6
0
  public void setVertices(float[] vertices, int offset, int length) {
    super.setVertices(vertices, offset, length);

    GL11 gl = (GL11) glGraphics.getGL();
    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, vboHandle);
    gl.glBufferData(
        GL11.GL_ARRAY_BUFFER, this.vertices.limit() * 4, this.vertices, GL11.GL_STATIC_DRAW);
    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
  }
  public void onDrawFrame(GL10 gl10, boolean fpsTimeElapsed) {
    GL11 gl = (GL11) gl10;

    updateWithDelta(1.0f / MAXIMUM_UPDATE_RATE);

    synchronized (transforms) {
      if (fpsTimeElapsed) {
        onTransform();
      }
    }
    sourcePosition.x = x;
    sourcePosition.y = y;

    gl.glMatrixMode(GL11.GL_MODELVIEW);
    gl.glLoadIdentity();

    gl.glEnableClientState(GL11.GL_COLOR_ARRAY);

    // unbind all buffers
    gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
    gl.glBindTexture(GL11.GL_TEXTURE_2D, 0);

    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesID[0]);

    // Using glBufferSubData means that a copy is done from the quads array to the buffer rather
    // than recreating the buffer which
    // would be an allocation and copy. The copy also only takes over the number of live particles.
    // This provides a nice performance
    // boost.
    quadsBuffer.put(quads);
    quadsBuffer.position(0);

    gl.glBufferSubData(GL11.GL_ARRAY_BUFFER, 0, 128 * particleIndex, quadsBuffer);

    // Configure the vertex pointer which will use the currently bound VBO for its data
    gl.glVertexPointer(2, GL11.GL_FLOAT, 32, 0);
    gl.glColorPointer(4, GL11.GL_FLOAT, 32, (4 * 4));
    gl.glTexCoordPointer(2, GL11.GL_FLOAT, 32, (4 * 2));

    if (hasTexture) {
      gl.glEnable(GL11.GL_TEXTURE_2D);
      gl.glBindTexture(GL11.GL_TEXTURE_2D, getTexture().getTextureId());
    }

    gl.glBlendFunc(srcBlendFactor, dstBlendFactor);

    gl.glDrawElements(GL11.GL_TRIANGLES, particleIndex * 6, GL11.GL_UNSIGNED_SHORT, indicesBuffer);

    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
    gl.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);

    gl.glDisableClientState(GL11.GL_COLOR_ARRAY);
  }
  private void initialize() {
    GL11 gl = mGL;

    // First create an nio buffer, then create a VBO from it.
    int size = BOX_COORDINATES.length * Float.SIZE / Byte.SIZE;
    FloatBuffer xyBuffer = allocateDirectNativeOrderBuffer(size).asFloatBuffer();
    xyBuffer.put(BOX_COORDINATES, 0, BOX_COORDINATES.length).position(0);

    int[] name = new int[1];
    GLId.glGenBuffers(1, name, 0);
    mBoxCoords = name[0];

    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords);
    gl.glBufferData(
        GL11.GL_ARRAY_BUFFER,
        xyBuffer.capacity() * (Float.SIZE / Byte.SIZE),
        xyBuffer,
        GL11.GL_STATIC_DRAW);

    gl.glVertexPointer(2, GL11.GL_FLOAT, 0, 0);
    gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0);

    // Enable the texture coordinate array for Texture 1
    gl.glClientActiveTexture(GL11.GL_TEXTURE1);
    gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0);
    gl.glClientActiveTexture(GL11.GL_TEXTURE0);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    // mMatrixValues and mAlpha will be initialized in setSize()
  }
Beispiel #9
0
  public void bind() {
    GL11 gl = (GL11) glGraphics.getGL();

    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, vboHandle);

    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glVertexPointer(3, GL10.GL_FLOAT, vertexSize, 0);

    if (hasColor) {
      gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
      gl.glColorPointer(4, GL10.GL_FLOAT, vertexSize, 3 * 4);
    }

    if (hasTexCoords) {
      gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
      gl.glTexCoordPointer(2, GL10.GL_FLOAT, vertexSize, (hasColor ? 7 : 3) * 4);
    }

    if (hasNormals) {
      gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
      int offset = 3;
      if (hasColor) offset += 4;
      if (hasTexCoords) offset += 2;
      gl.glNormalPointer(GL10.GL_FLOAT, vertexSize, offset * 4);
    }
  }
Beispiel #10
0
 public static void bindBuffer(final GL11 pGL11, final int pHardwareBufferID) {
   /* Reduce unnecessary buffer switching calls. */
   if (GLHelper.sCurrentHardwareBufferID != pHardwareBufferID) {
     GLHelper.sCurrentHardwareBufferID = pHardwareBufferID;
     pGL11.glBindBuffer(GL11.GL_ARRAY_BUFFER, pHardwareBufferID);
   }
 }
Beispiel #11
0
  /**
   * Allocates hardware buffers on the graphics card and fills them with data if a buffer has not
   * already been previously allocated. Note that this function uses the GL_OES_vertex_buffer_object
   * extension, which is not guaranteed to be supported on every device.
   *
   * @param gl A pointer to the OpenGL ES context.
   */
  public void generateHardwareBuffers(GL10 gl) {
    if (!mUseHardwareBuffers) {
      Log.i("Grid", "Using Hardware Buffers");
      if (gl instanceof GL11) {
        GL11 gl11 = (GL11) gl;
        int[] buffer = new int[1];

        // Allocate and fill the vertex buffer.
        gl11.glGenBuffers(1, buffer, 0);
        mVertBufferIndex = buffer[0];
        gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex);
        final int vertexSize = mVertexBuffer.capacity() * mCoordinateSize;
        gl11.glBufferData(GL11.GL_ARRAY_BUFFER, vertexSize, mVertexBuffer, GL11.GL_STATIC_DRAW);

        // Allocate and fill the texture coordinate buffer.
        gl11.glGenBuffers(1, buffer, 0);
        mTextureCoordBufferIndex = buffer[0];
        gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex);
        final int texCoordSize = mTexCoordBuffer.capacity() * mCoordinateSize;
        gl11.glBufferData(GL11.GL_ARRAY_BUFFER, texCoordSize, mTexCoordBuffer, GL11.GL_STATIC_DRAW);

        // Unbind the array buffer.
        gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);

        // Allocate and fill the index buffer.
        gl11.glGenBuffers(1, buffer, 0);
        mIndexBufferIndex = buffer[0];
        gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex);
        // A char is 2 bytes.
        final int indexSize = mIndexBuffer.capacity() * 2;
        gl11.glBufferData(
            GL11.GL_ELEMENT_ARRAY_BUFFER, indexSize, mIndexBuffer, GL11.GL_STATIC_DRAW);

        // Unbind the element array buffer.
        gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);

        mUseHardwareBuffers = true;

        assert mVertBufferIndex != 0;
        assert mTextureCoordBufferIndex != 0;
        assert mIndexBufferIndex != 0;
        assert gl11.glGetError() == 0;
      }
    }
  }
Beispiel #12
0
  public void unbind() {
    GL11 gl = (GL11) glGraphics.getGL();
    if (hasTexCoords) gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    if (hasColor) gl.glDisableClientState(GL10.GL_COLOR_ARRAY);

    if (hasNormals) gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);

    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
  }
Beispiel #13
0
  public void beginDrawingStrips(GL10 gl, boolean useTexture) {
    beginDrawing(gl, useTexture);
    if (!mUseHardwareBuffers) {
      gl.glVertexPointer(3, mCoordinateType, 0, mVertexBuffer);

      if (useTexture) {
        gl.glTexCoordPointer(2, mCoordinateType, 0, mTexCoordBuffer);
      }

    } else {
      GL11 gl11 = (GL11) gl;
      // draw using hardware buffers
      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex);
      gl11.glVertexPointer(3, mCoordinateType, 0, 0);

      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex);
      gl11.glTexCoordPointer(2, mCoordinateType, 0, 0);

      gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex);
    }
  }
    public void draw(GL10 gl) {
      checkGLError(gl);
      GL11 gl11 = (GL11) gl;

      gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);

      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
      gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0);

      gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
      gl11.glNormalPointer(
          GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_NORMAL_BUFFER_INDEX_OFFSET * FLOAT_SIZE);

      gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId);
      gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0);
      gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
      gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
      gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
      checkGLError(gl);
    }
Beispiel #15
0
 @Override
 public void glBindBuffer(int target, int buffer) {
   gl.glBindBuffer(target, buffer);
 }
Beispiel #16
0
  public void generateBuffers(GL10 gl) {
    ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
    vbb.order(ByteOrder.nativeOrder());
    FloatBuffer vertexBuffer = vbb.asFloatBuffer();
    vertexBuffer.put(vertices);
    vertexBuffer.position(0);

    // Set up Indexbuffer
    ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
    ibb.order(ByteOrder.nativeOrder());
    ShortBuffer indexBuffer = ibb.asShortBuffer();
    indexBuffer.put(indices);
    indexBuffer.position(0);

    // Set up Texturebuffer
    ByteBuffer tbb = ByteBuffer.allocateDirect(textureCoords.length * 4);
    tbb.order(ByteOrder.nativeOrder());
    FloatBuffer textureBuffer = tbb.asFloatBuffer();
    textureBuffer.put(textureCoords);
    textureBuffer.position(0);

    // Initialize gl buffers
    if (gl instanceof GL11) {
      GL11 gl11 = (GL11) gl;
      int[] buffer = new int[1];

      // Allocate and fill the vertex buffer.
      gl11.glGenBuffers(1, buffer, 0);
      vertexbufferId = buffer[0];
      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, vertexbufferId);
      final int vertexSize = vertexBuffer.capacity() * 4;
      gl11.glBufferData(GL11.GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL11.GL_STATIC_DRAW);

      // Allocate and fill the texture coordinate buffer.
      gl11.glGenBuffers(1, buffer, 0);
      texturebufferId = buffer[0];
      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, texturebufferId);
      final int texCoordSize = textureBuffer.capacity() * 4;
      gl11.glBufferData(GL11.GL_ARRAY_BUFFER, texCoordSize, textureBuffer, GL11.GL_STATIC_DRAW);

      // Allocate and fill the index buffer.
      gl11.glGenBuffers(1, buffer, 0);
      indexbufferId = buffer[0];
      gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indexbufferId);
      // A short is 2 bytes.
      final int indexSize = indexBuffer.capacity() * 2;
      gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, indexSize, indexBuffer, GL11.GL_STATIC_DRAW);

      // Unbind the element array buffer.
      gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);

      if (vertexbufferId == 0
          || texturebufferId == 0
          || indexbufferId == 0
          || gl.glGetError() != 0) {
        Log.e(
            "Grid",
            "VBO Not available: " + gl.glGetError() + ", " + gl.glGetString(gl.glGetError()));
      }
    }
  }
 @Override
 public void unbind() {
   GL11 gl = getGLManager().getGL();
   gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
 }
  private void createQuadBuffer(GL10 gl10) {

    GL11 gl = (GL11) gl10;

    //
    // quad = ([vertex x, vertex y, texture x, texture y, red, green, blue, alpha] * 4) = 8 * 4 *
    // (float=4bytes) = 128 bytes
    //
    quads = new float[32 * maxParticles];
    indices = new short[maxParticles * 6];
    particles = new Particle[maxParticles];

    for (int i = 0; i < maxParticles; i++) {
      indices[i * 6 + 0] = (short) (i * 4 + 0);
      indices[i * 6 + 1] = (short) (i * 4 + 1);
      indices[i * 6 + 2] = (short) (i * 4 + 2);

      indices[i * 6 + 3] = (short) (i * 4 + 2);
      indices[i * 6 + 4] = (short) (i * 4 + 3);
      indices[i * 6 + 5] = (short) (i * 4 + 0);
    }

    // initialize texture.x, texture.y
    for (int i = 0; i < maxParticles; i++) {
      int vi = i * 32;

      quads[vi + 0] = 0; // vertex  x
      quads[vi + 1] = 0; // vertex  y

      quads[vi + 2] = 0 + getTexelHalfX(); // texture x
      quads[vi + 3] = getTexture().getMaxT() + getTexelHalfY(); // texture y

      quads[vi + 4] = 0; // red
      quads[vi + 5] = 0; // green
      quads[vi + 6] = 0; // blue
      quads[vi + 7] = 0; // alpha

      // -----------------------------
      quads[vi + 8] = 0; // vertex  x
      quads[vi + 9] = 1; // vertex  y

      quads[vi + 10] = 0 + getTexelHalfX();
      quads[vi + 11] = 0 - getTexelHalfY();

      quads[vi + 12] = 0; // red
      quads[vi + 13] = 0; // green
      quads[vi + 14] = 0; // blue
      quads[vi + 15] = 0; // alpha

      // -----------------------------
      quads[vi + 16] = 1; // vertex  x
      quads[vi + 17] = 1; // vertex  y

      quads[vi + 18] = getTexture().getMaxS() - getTexelHalfX();
      quads[vi + 19] = 0 - getTexelHalfY();

      quads[vi + 20] = 0; // red
      quads[vi + 21] = 0; // green
      quads[vi + 22] = 0; // blue
      quads[vi + 23] = 0; // alpha

      // -----------------------------
      quads[vi + 24] = 1; // vertex  x
      quads[vi + 25] = 0; // vertex  y

      quads[vi + 26] = getTexture().getMaxS() - getTexelHalfX();
      quads[vi + 27] = getTexture().getMaxT() + getTexelHalfY();

      quads[vi + 28] = 0; // red
      quads[vi + 29] = 0; // green
      quads[vi + 30] = 0; // blue
      quads[vi + 31] = 0; // alpha
    }

    quadsBuffer = GLHelper.createFloatBuffer(quads);

    // Generate the vertices VBO
    gl.glGenBuffers(1, verticesID, 0);
    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesID[0]);
    gl.glBufferData(GL11.GL_ARRAY_BUFFER, 128 * maxParticles, quadsBuffer, GL11.GL_DYNAMIC_DRAW);
    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);

    // By default the particle emitter is active when created
    active = true;

    // Set the particle count to zero
    particleCount = 0;

    // Reset the elapsed time
    elapsedTime = 0;

    indicesBuffer = GLHelper.createShortBuffer(indices);
  }
Beispiel #19
-1
  public void draw(GL10 gl, boolean useTexture) {
    if (!mUseHardwareBuffers) {
      gl.glVertexPointer(3, mCoordinateType, 0, mVertexBuffer);

      if (useTexture) {
        gl.glTexCoordPointer(2, mCoordinateType, 0, mTexCoordBuffer);
      }

      gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
    } else {
      GL11 gl11 = (GL11) gl;
      // draw using hardware buffers
      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex);
      gl11.glVertexPointer(3, mCoordinateType, 0, 0);

      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex);
      gl11.glTexCoordPointer(2, mCoordinateType, 0, 0);

      gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex);
      gl11.glDrawElements(GL11.GL_TRIANGLES, mIndexCount, GL11.GL_UNSIGNED_SHORT, 0);

      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
      gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
    }
  }