// Function for initializing the renderer.
  private void initRendering() {
    mTeapot = new Teapot();
    mTextPlane = new TextPlane();

    mRenderer = Renderer.getInstance();

    GLES20.glClearColor(0.0f, 0.0f, 0.0f, Vuforia.requiresAlpha() ? 0.0f : 1.0f);

    for (Texture t : mTextures) {
      GLES20.glGenTextures(1, t.mTextureID, 0);
      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, t.mTextureID[0]);
      GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
      GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
      GLES20.glTexImage2D(
          GLES20.GL_TEXTURE_2D,
          0,
          GLES20.GL_RGBA,
          t.mWidth,
          t.mHeight,
          0,
          GLES20.GL_RGBA,
          GLES20.GL_UNSIGNED_BYTE,
          t.mData);
    }

    shaderProgramID =
        SampleUtils.createProgramFromShaderSrc(
            CubeShaders.CUBE_MESH_VERTEX_SHADER, CubeShaders.CUBE_MESH_FRAGMENT_SHADER);

    vertexHandle = GLES20.glGetAttribLocation(shaderProgramID, "vertexPosition");
    normalHandle = GLES20.glGetAttribLocation(shaderProgramID, "vertexNormal");
    textureCoordHandle = GLES20.glGetAttribLocation(shaderProgramID, "vertexTexCoord");
    mvpMatrixHandle = GLES20.glGetUniformLocation(shaderProgramID, "modelViewProjectionMatrix");
    texSampler2DHandle = GLES20.glGetUniformLocation(shaderProgramID, "texSampler2D");

    try {
      mBuildingsModel = new SampleApplication3DModel();
      mBuildingsModel.loadModel(mActivity.getResources().getAssets(), "ImageTargets/Buildings.txt");
    } catch (IOException e) {
      Log.e(LOGTAG, "Unable to load buildings");
    }

    // Hide the Loading Dialog
    mActivity.loadingDialogHandler.sendEmptyMessage(LoadingDialogHandler.HIDE_LOADING_DIALOG);
  }
  // The render function.
  private void renderFrame() {
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    State state = mRenderer.begin();
    mRenderer.drawVideoBackground();

    GLES20.glEnable(GLES20.GL_DEPTH_TEST);

    // handle face culling, we need to detect if we are using reflection
    // to determine the direction of the culling
    GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glCullFace(GLES20.GL_BACK);
    if (Renderer.getInstance().getVideoBackgroundConfig().getReflection()
        == VIDEO_BACKGROUND_REFLECTION.VIDEO_BACKGROUND_REFLECTION_ON)
      GLES20.glFrontFace(GLES20.GL_CW); // Front camera
    else GLES20.glFrontFace(GLES20.GL_CCW); // Back camera

    // did we find any trackables this frame?
    for (int tIdx = 0; tIdx < state.getNumTrackableResults(); tIdx++) {
      TrackableResult result = state.getTrackableResult(tIdx);
      Trackable trackable = result.getTrackable();
      printUserData(trackable);
      Matrix44F modelViewMatrix_Vuforia = Tool.convertPose2GLMatrix(result.getPose());
      float[] modelViewMatrix = modelViewMatrix_Vuforia.getData();

      int textureIndex = trackable.getName().equalsIgnoreCase("cat") ? 0 : 1;
      textureIndex = trackable.getName().equals("city") ? 1 : textureIndex;
      textureIndex = trackable.getName().equalsIgnoreCase("tree") ? 2 : textureIndex;

      // Part B

      Calendar calendar = Calendar.getInstance();
      int day = calendar.get(Calendar.DAY_OF_WEEK);

      if (day != Calendar.SATURDAY && day != Calendar.SUNDAY) {

        textureIndex =
            trackable.getName().equalsIgnoreCase("b11_013")
                ? ImageTargets.orderImages.indexOf("b11_013") + 3
                : textureIndex;
        textureIndex =
            trackable.getName().equalsIgnoreCase("b11_014")
                ? ImageTargets.orderImages.indexOf("b11_014") + 3
                : textureIndex;
        textureIndex =
            trackable.getName().equalsIgnoreCase("b11_015")
                ? ImageTargets.orderImages.indexOf("b11_015") + 3
                : textureIndex;
        textureIndex =
            trackable.getName().equalsIgnoreCase("berkaer_003")
                ? ImageTargets.orderImages.indexOf("berkaer_003") + 3
                : textureIndex;
        textureIndex =
            trackable.getName().equalsIgnoreCase("p_013")
                ? ImageTargets.orderImages.indexOf("p_013") + 3
                : textureIndex;

      } else {
        textureIndex = trackable.getName().equalsIgnoreCase("b11_013") ? 3 : textureIndex;
        textureIndex = trackable.getName().equalsIgnoreCase("b11_014") ? 3 : textureIndex;
        textureIndex = trackable.getName().equalsIgnoreCase("b11_015") ? 3 : textureIndex;
        textureIndex = trackable.getName().equalsIgnoreCase("berkaer_003") ? 3 : textureIndex;
        textureIndex = trackable.getName().equalsIgnoreCase("p_013") ? 3 : textureIndex;
      }

      // deal with the modelview and projection matrices
      float[] modelViewProjection = new float[16];

      boolean partA =
          trackable.getName().equalsIgnoreCase("cat")
              || trackable.getName().equalsIgnoreCase("city")
              || trackable.getName().equalsIgnoreCase("tree");

      if (!mActivity.isExtendedTrackingActive()) {
        if (partA) {
          Matrix.translateM(modelViewMatrix, 0, 0.0f, 0.0f, OBJECT_SCALE_FLOAT);
          Matrix.scaleM(
              modelViewMatrix, 0, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT);
        } else {
          Matrix.translateM(
              modelViewMatrix, 0, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT);
          Matrix.scaleM(
              modelViewMatrix, 0, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT);
        }

      } else {
        Matrix.rotateM(modelViewMatrix, 0, 90.0f, 1.0f, 0, 0);
        Matrix.scaleM(modelViewMatrix, 0, kBuildingScale, kBuildingScale, kBuildingScale);
      }

      Matrix.multiplyMM(
          modelViewProjection,
          0,
          vuforiaAppSession.getProjectionMatrix().getData(),
          0,
          modelViewMatrix,
          0);

      // activate the shader program and bind the vertex/normal/tex coords
      GLES20.glUseProgram(shaderProgramID);

      if (!mActivity.isExtendedTrackingActive()) {

        if (partA) {
          GLES20.glVertexAttribPointer(
              vertexHandle, 3, GLES20.GL_FLOAT, false, 0, mTeapot.getVertices());
          GLES20.glVertexAttribPointer(
              normalHandle, 3, GLES20.GL_FLOAT, false, 0, mTeapot.getNormals());
          GLES20.glVertexAttribPointer(
              textureCoordHandle, 2, GLES20.GL_FLOAT, false, 0, mTeapot.getTexCoords());
        } else {

          Log.d("Object", "Name:" + trackable.getName());
          // To replace the Teapot for a plane Image

          GLES20.glVertexAttribPointer(
              vertexHandle, 3, GLES20.GL_FLOAT, false, 0, mTextPlane.getVertices());
          GLES20.glVertexAttribPointer(
              normalHandle, 3, GLES20.GL_FLOAT, false, 0, mTextPlane.getNormals());
          GLES20.glVertexAttribPointer(
              textureCoordHandle, 2, GLES20.GL_FLOAT, false, 0, mTextPlane.getTexCoords());
        }

        GLES20.glEnableVertexAttribArray(vertexHandle);
        GLES20.glEnableVertexAttribArray(normalHandle);
        GLES20.glEnableVertexAttribArray(textureCoordHandle);

        // activate texture 0, bind it, and pass to shader
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextures.get(textureIndex).mTextureID[0]);

        GLES20.glUniform1i(texSampler2DHandle, 0);

        // pass the model view matrix to the shader
        GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false, modelViewProjection, 0);

        if (partA) {
          // Finally draw the teapot
          GLES20.glDrawElements(
              GLES20.GL_TRIANGLES,
              mTeapot.getNumObjectIndex(),
              GLES20.GL_UNSIGNED_SHORT,
              mTeapot.getIndices());

        } else {
          // Draw the plane text
          GLES20.glDrawElements(
              GLES20.GL_TRIANGLES,
              mTextPlane.getNumObjectIndex(),
              GLES20.GL_UNSIGNED_SHORT,
              mTextPlane.getIndices());
        }

        // disable the enabled arrays
        GLES20.glDisableVertexAttribArray(vertexHandle);
        GLES20.glDisableVertexAttribArray(normalHandle);
        GLES20.glDisableVertexAttribArray(textureCoordHandle);
      } else {
        GLES20.glDisable(GLES20.GL_CULL_FACE);
        GLES20.glVertexAttribPointer(
            vertexHandle, 3, GLES20.GL_FLOAT, false, 0, mBuildingsModel.getVertices());
        GLES20.glVertexAttribPointer(
            normalHandle, 3, GLES20.GL_FLOAT, false, 0, mBuildingsModel.getNormals());
        GLES20.glVertexAttribPointer(
            textureCoordHandle, 2, GLES20.GL_FLOAT, false, 0, mBuildingsModel.getTexCoords());

        GLES20.glEnableVertexAttribArray(vertexHandle);
        GLES20.glEnableVertexAttribArray(normalHandle);
        GLES20.glEnableVertexAttribArray(textureCoordHandle);

        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextures.get(3).mTextureID[0]);
        GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false, modelViewProjection, 0);
        GLES20.glUniform1i(texSampler2DHandle, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, mBuildingsModel.getNumObjectVertex());

        SampleUtils.checkGLError("Renderer DrawBuildings");
      }

      SampleUtils.checkGLError("Render Frame");
    }

    GLES20.glDisable(GLES20.GL_DEPTH_TEST);

    mRenderer.end();
  }