Your indices look weird for me. Try to remove them and draw verticies(that seems to be in correct order) with glDrawArrays Remove Depth test, I was not really tracking your z coordinates but they may not pass the test (Optional) in general you should bindTexture before drawing an element. But if it is full program code that still should work, you will lose only first frame EDIT: Wow hold on, I just saw: gl.
GlVertexPointer(3, GL10. GL_FLOAT, 0, mTextuteBuffer) you should provide texture coordinates to glTexCoordPointer.
Your indices look weird for me. Try to remove them and draw verticies(that seems to be in correct order) with glDrawArrays. Remove Depth test, I was not really tracking your z coordinates but they may not pass the test.(Optional) in general you should bindTexture before drawing an element.
But if it is full program code that still should work, you will lose only first frame. EDIT: Wow hold on, I just saw: gl. GlVertexPointer(3, GL10.
GL_FLOAT, 0, mTextuteBuffer); you should provide texture coordinates to glTexCoordPointer.
Thanks Yuriy fro guiding.... – user643144 Mar 17 at 4:33.
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