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Not long ago, I create a nice OBJ loader that loads 3D Studio Max files. Only problem is, is that although it works and works great, I wasn't using Vertex Buffers. Now that I applied Vertex Buffers, it seems to only use the first color of the texture and spread it all across the poiygon. I examined my code over and over again, and the Vertex Buffer code is correct. But when I comment out all of my vertex buffer code, it works as intended. I practically given up on fixing it on my own, so hopefully you guys will be able to figure out what is wrong.

    public static final int BYTES_PER_FLOAT = 4;
    public static final int POSITION_COMPONENT_COUNT_3D = 4;
    public static final int COLOR_COMPONENT_COUNT = 4;
    public static final int TEXTURE_COORDINATES_COMPONENT_COUNT = 2;
    public static final int NORMAL_COMPONENT_COUNT = 3;

    public static final int POSITION_COMPONENT_STRIDE_2D = POSITION_COMPONENT_COUNT_2D * BYTES_PER_FLOAT;
    public static final int POSITION_COMPONENT_STRIDE_3D = POSITION_COMPONENT_COUNT_3D * BYTES_PER_FLOAT;
    public static final int COLOR_COMPONENT_STRIDE = COLOR_COMPONENT_COUNT * BYTES_PER_FLOAT;
    public static final int TEXTURE_COORDINATE_COMPONENT_STRIDE = TEXTURE_COORDINATES_COMPONENT_COUNT * BYTES_PER_FLOAT;
    public static final int NORMAL_COMPONENT_STRIDE = NORMAL_COMPONENT_COUNT * BYTES_PER_FLOAT;

    int loadFile()
    {
        ArrayList<Vertex3D> tempVertexArrayList = new ArrayList<Vertex3D>();
        ArrayList<TextureCoord2D> tempTextureCoordArrayList = new ArrayList<TextureCoord2D>();
        ArrayList<Vector3D> tempNormalArrayList = new ArrayList<Vector3D>();
        ArrayList<Face3D> tempFaceArrayList = new ArrayList<Face3D>();
        StringBuilder body = new StringBuilder();

        try {
            InputStream inputStream = context.getResources().openRawResource(resourceID);
            InputStreamReader inputStreamReader = new InputStreamReader(inputStream);
            BufferedReader bufferedReader = new BufferedReader(inputStreamReader);
            String nextLine;
            String subString;
            String[] stringArray;
            String[] stringArray2;
            int[] indexNumberList = new int[3];
            int[] textureCoordNumberList = new int[3];
            int[] normalNumberList = new int[3];
            int i = 0;
            int j = 0;
            int k = 0;
            try {
                while ((nextLine = bufferedReader.readLine()) != null) {
                    if (nextLine.startsWith("v ")) {
                        subString = nextLine.substring(1).trim();
                        stringArray = subString.split(" ");
                        try {

                            tempVertexArrayList.add(new Vertex3D(Float.parseFloat(stringArray[0]),
                                    Float.parseFloat(stringArray[1]),
                                    Float.parseFloat(stringArray[2]), 1f));
                        }
                        catch(NumberFormatException e){
                            Log.d(TAG, "Error: Invalid number format in loading vertex list");
                            return 0;
                        }
                        String x = String.valueOf(tempVertexArrayList.get(i).x);
                        String y = String.valueOf(tempVertexArrayList.get(i).y);
                        String z = String.valueOf(tempVertexArrayList.get(i).z);
                        //Log.d(TAG, "vertex " + String.valueOf(i) + ": " + x + ", " + y + ", " + z);
                        i++;
                    }

                    if (nextLine.startsWith("vn ")) {
                        subString = nextLine.substring(2).trim();
                        stringArray = subString.split(" ");
                        try {
                            if(reverseNormals){
                                tempNormalArrayList.add(new Vector3D(-Float.parseFloat(stringArray[0]),
                                        -Float.parseFloat(stringArray[1]),
                                        -Float.parseFloat(stringArray[2])));
                            }
                            else{
                                tempNormalArrayList.add(new Vector3D(Float.parseFloat(stringArray[0]),
                                        Float.parseFloat(stringArray[1]),
                                        Float.parseFloat(stringArray[2])));
                            }

                        }
                        catch(NumberFormatException e){
                            Log.d(TAG, "Error: Invalid number format in loading normal list");
                            return 0;
                        }
                        String nx = String.valueOf(tempNormalArrayList.get(j).x);
                        String ny = String.valueOf(tempNormalArrayList.get(j).y);
                        String nz = String.valueOf(tempNormalArrayList.get(j).z);
                        //Log.d(TAG, "normal " + String.valueOf(j) + ": " + nx + ", " + ny + ", " + nz);
                        j++;
                    }

                    if (nextLine.startsWith("vt ")) {
                        subString = nextLine.substring(2).trim();
                        stringArray = subString.split(" ");
                        try {
                            tempTextureCoordArrayList.add(new TextureCoord2D(Float.parseFloat(stringArray[0]),
                                    Float.parseFloat(stringArray[1])));
                        }
                        catch(NumberFormatException e){
                            Log.d(TAG, "Error: Invalid number format in loading texture coordinate list");
                            return 0;
                        }
                        String tu = String.valueOf(tempTextureCoordArrayList.get(k).tu);
                        String tv = String.valueOf(tempTextureCoordArrayList.get(k).tv);
                        //Log.d(TAG, "texture coord " + String.valueOf(k) + ": " + tu + ", " + tv);
                        k++;
                    }

                    if (nextLine.startsWith("f ")) {
                        subString = nextLine.substring(1).trim();
                        stringArray = subString.split(" ");
                        for (int index = 0; index <= 2; index++) {
                            stringArray2 = stringArray[index].split("/");
                            try {
                                indexNumberList[index] = Integer.parseInt(stringArray2[0]) - 1;
                                if(indexNumberList[index] < 0){
                                    Log.d(TAG, "Error: indexNumberList[] is less than zero");
                                    return 0;
                                }
                            }
                            catch(NumberFormatException e){
                                Log.d(TAG, "Error: Invalid number format in loading indexNumberList[]");
                                return 0;
                            }

                            try{
                                textureCoordNumberList[index] = Integer.parseInt(stringArray2[1]) - 1;
                                if(textureCoordNumberList[index] < 0){
                                    Log.d(TAG, "Error: textureCoordNumberList[] is less than zero");
                                    return 0;
                                }
                            }
                            catch(NumberFormatException e){
                                Log.d(TAG, "Error: Invalid number format in loading textureCoordNumberList[]");
                                return 0;
                            }

                            try{
                                normalNumberList[index] = Integer.parseInt(stringArray2[2]) - 1;
                                if(normalNumberList[index] < 0){
                                    Log.d(TAG, "Error: normalNumberList[] is less than zero");
                                    return 0;
                                }
                            }
                            catch(NumberFormatException e){
                                Log.d(TAG, "Error: Invalid number format in loading normalNumberList[]");
                                return 0;
                            }
                        }
                        tempFaceArrayList.add(new Face3D(indexNumberList[0], textureCoordNumberList[0], normalNumberList[0],
                                indexNumberList[1], textureCoordNumberList[1], normalNumberList[1],
                                indexNumberList[2], textureCoordNumberList[2], normalNumberList[2]));
                    }

                    body.append(nextLine);
                    body.append('\n');
                }

                //Now that everything has successfully loaded, you can now populate the public variables.
                if(tempVertexArrayList != null && tempVertexArrayList.size() != 0)
                    vertexArrayList.addAll(tempVertexArrayList);

                if(tempTextureCoordArrayList != null && tempTextureCoordArrayList.size() != 0)
                    textureCoordArrayList.addAll(tempTextureCoordArrayList);

                if(tempNormalArrayList != null && tempNormalArrayList.size() != 0)
                    normalArrayList.addAll(tempNormalArrayList);

                if(tempFaceArrayList != null && tempFaceArrayList.size() != 0)
                    faceArrayList.addAll(tempFaceArrayList);

                vertexList = new float[faceArrayList.size() * POSITION_COMPONENT_COUNT_3D * NUMBER_OF_SIDES_PER_FACE];
                indexList = new short[faceArrayList.size() * NUMBER_OF_SIDES_PER_FACE];
                colorList = new float[faceArrayList.size() * COLOR_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE];
                textureCoordList = new float[faceArrayList.size() * TEXTURE_COORDINATES_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE];
                normalList = new float[faceArrayList.size() * NORMAL_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE];

                int nextFace = 0;
                int step = POSITION_COMPONENT_COUNT_3D * NUMBER_OF_SIDES_PER_FACE;

                for (int currentVertex = 0; currentVertex < vertexList.length; currentVertex += step){
                    vertexList[currentVertex + 0] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).x;
                    vertexList[currentVertex + 1] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).y;
                    vertexList[currentVertex + 2] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).z;
                    vertexList[currentVertex + 3] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).w;

                    vertexList[currentVertex + 4] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).x;
                    vertexList[currentVertex + 5] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).y;
                    vertexList[currentVertex + 6] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).z;
                    vertexList[currentVertex + 7] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).w;

                    vertexList[currentVertex + 8] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).x;
                    vertexList[currentVertex + 9] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).y;
                    vertexList[currentVertex + 10] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).z;
                    vertexList[currentVertex + 11] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).w;

                    nextFace++;
                }

                numberOfVertices = vertexList.length / POSITION_COMPONENT_COUNT_3D;

                nextFace = 0;

                for (int currentIndex = 0; currentIndex < indexList.length; currentIndex += NUMBER_OF_SIDES_PER_FACE){
                    indexList[currentIndex + 0] = faceArrayList.get(nextFace).indexNumberList.get(0).shortValue();
                    indexList[currentIndex + 1] = faceArrayList.get(nextFace).indexNumberList.get(1).shortValue();
                    indexList[currentIndex + 2] = faceArrayList.get(nextFace).indexNumberList.get(2).shortValue();
                }

                step = COLOR_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE;

                for (int currentVertex = 0; currentVertex < colorList.length; currentVertex += step){
                    colorList[currentVertex + 0] = red;
                    colorList[currentVertex + 1] = green;
                    colorList[currentVertex + 2] = blue;
                    colorList[currentVertex + 3] = alpha;

                    colorList[currentVertex + 4] = red;
                    colorList[currentVertex + 5] = green;
                    colorList[currentVertex + 6] = blue;
                    colorList[currentVertex + 7] = alpha;

                    colorList[currentVertex + 8] = red;
                    colorList[currentVertex + 9] = green;
                    colorList[currentVertex + 10] = blue;
                    colorList[currentVertex + 11] = alpha;
                }

                nextFace = 0;
                step = TEXTURE_COORDINATES_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE;

                for (int currentVertex = 0; currentVertex < textureCoordList.length; currentVertex += step){
                    textureCoordList[currentVertex + 0] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(0)).tu * mult;
                    textureCoordList[currentVertex + 1] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(0)).tv * mult;

                    textureCoordList[currentVertex + 2] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(1)).tu * mult;
                    textureCoordList[currentVertex + 3] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(1)).tv * mult;

                    textureCoordList[currentVertex + 4] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(2)).tu * mult;
                    textureCoordList[currentVertex + 5] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(2)).tv * mult;

                    nextFace++;
                }

                nextFace = 0;
                step = NORMAL_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE;

                for (int currentVertex = 0; currentVertex < normalList.length; currentVertex += step){
                    normalList[currentVertex + 0] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).x;
                    normalList[currentVertex + 1] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).y;
                    normalList[currentVertex + 2] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).z;

                    normalList[currentVertex + 3] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).x;
                    normalList[currentVertex + 4] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).y;
                    normalList[currentVertex + 5] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).z;

                    normalList[currentVertex + 6] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).x;
                    normalList[currentVertex + 7] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).y;
                    normalList[currentVertex + 8] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).z;

                    nextFace++;
                }

                vertexBuffer = ByteBuffer.allocateDirect(vertexList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
                indexBuffer = ByteBuffer.allocateDirect(indexList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asShortBuffer();
                colorBuffer = ByteBuffer.allocateDirect(colorList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
                textureCoordBuffer = ByteBuffer.allocateDirect(textureCoordList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
                normalBuffer = ByteBuffer.allocateDirect(normalList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();

                vertexBuffer.put(vertexList).position(0);
                indexBuffer.put(indexList).position(0);
                colorBuffer.put(colorList).position(0);
                textureCoordBuffer.put(textureCoordList).position(0);
                normalBuffer.put(normalList).position(0);

                createVertexBuffer();

                uMVPMatrixHandle = glGetUniformLocation(program, U_MVPMATRIX);
                uMVMatrixHandle = glGetUniformLocation(program, U_MVMATRIX);
                uTextureUnitHandle = glGetUniformLocation(program, U_TEXTURE_UNIT);

                aPositionHandle = glGetAttribLocation(program, A_POSITION);
                aColorHandle = glGetAttribLocation(program, A_COLOR);
                aTextureCoordinateHandle = glGetAttribLocation(program, A_TEXTURE_COORDINATES);
                aNormalHandle = glGetAttribLocation(program, A_NORMAL);

                glEnableVertexAttribArray(aPositionHandle);
                glEnableVertexAttribArray(aColorHandle);
                glEnableVertexAttribArray(aTextureCoordinateHandle);
                glEnableVertexAttribArray(aNormalHandle);

                glActiveTexture(GL_TEXTURE0);
                glUniform1i(uTextureUnitHandle, 0);
            }
            catch(IOException e){

            }
        }
        catch (Resources.NotFoundException nfe){
            throw new RuntimeException("Resource not found: " + resourceID, nfe);
        }

        return 1;
    }

    public void draw(){
        glEnable(GL_DEPTH_TEST);
        bindData();
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]);
        glDrawArrays(GL_TRIANGLES, 0, faceArrayList.size() * NUMBER_OF_SIDES_PER_FACE);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    }

    public void bindData(){
        int offset = 0;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]);
        glVertexAttribPointer(aPositionHandle,          POSITION_COMPONENT_COUNT_3D,         GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D,        offset);
        offset += POSITION_COMPONENT_COUNT_3D;
        glVertexAttribPointer(aColorHandle,             COLOR_COMPONENT_COUNT,               GL_FLOAT, false, COLOR_COMPONENT_STRIDE,              numberOfVertices * offset * BYTES_PER_FLOAT);
        offset += COLOR_COMPONENT_COUNT;
        glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, numberOfVertices * offset * BYTES_PER_FLOAT);
        offset += TEXTURE_COORDINATES_COMPONENT_COUNT;
        glVertexAttribPointer(aNormalHandle,            NORMAL_COMPONENT_COUNT,              GL_FLOAT, false, NORMAL_COMPONENT_STRIDE,             numberOfVertices * offset * BYTES_PER_FLOAT);
        glBindBuffer(GL_ARRAY_BUFFER, 0);

        /////////////////////////////////////////////////////
/*
        vertexBuffer.position(0);
        glVertexAttribPointer(aPositionHandle, POSITION_COMPONENT_COUNT_3D, GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D, vertexBuffer);

        colorBuffer.position(0);
        glVertexAttribPointer(aColorHandle, COLOR_COMPONENT_COUNT, GL_FLOAT, false, COLOR_COMPONENT_STRIDE, colorBuffer);

        textureCoordBuffer.position(0);
        glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, textureCoordBuffer);

        normalBuffer.position(0);
        glVertexAttribPointer(aNormalHandle, NORMAL_COMPONENT_COUNT, GL_FLOAT, false, NORMAL_COMPONENT_STRIDE, normalBuffer);
*/
    }

    public void createVertexBuffer(){

        glGenBuffers(1, vertexBufferObject, 0);
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]);
        glBufferData(GL_ARRAY_BUFFER,numberOfVertices * (POSITION_COMPONENT_COUNT_3D + COLOR_COMPONENT_COUNT + TEXTURE_COORDINATES_COMPONENT_COUNT + NORMAL_COMPONENT_COUNT) * BYTES_PER_FLOAT, null, GL_STATIC_DRAW);
        int offset = 0;
        glBufferSubData(GL_ARRAY_BUFFER, offset,
                                         numberOfVertices * POSITION_COMPONENT_COUNT_3D * BYTES_PER_FLOAT, vertexBuffer);
        offset += POSITION_COMPONENT_COUNT_3D;
        glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
                                         numberOfVertices * COLOR_COMPONENT_COUNT * BYTES_PER_FLOAT, colorBuffer);

        offset += COLOR_COMPONENT_COUNT;
        glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
                                         numberOfVertices * TEXTURE_COORDINATES_COMPONENT_COUNT * BYTES_PER_FLOAT, textureCoordBuffer);

        offset += TEXTURE_COORDINATES_COMPONENT_COUNT;
        glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
                                         numberOfVertices * NORMAL_COMPONENT_COUNT * BYTES_PER_FLOAT, normalBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    }

 

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Posted (edited)

Another observation, if you comment out the Normal code (which was working btw), texturemapping works as intended too. Its only when I toss in normals, that texturemapping only uses one color. And the entire thing works when Vertex Buffers are removed. Weird. Not sure if this is just the emulator doing this, but I'm gonna test it on my real phone to see if it works.

    public void bindData(){
        int offset = 0;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]);
        glVertexAttribPointer(aPositionHandle,          POSITION_COMPONENT_COUNT_3D,         GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D,        offset);
        offset += POSITION_COMPONENT_COUNT_3D;
        glVertexAttribPointer(aColorHandle,             COLOR_COMPONENT_COUNT,               GL_FLOAT, false, COLOR_COMPONENT_STRIDE,              numberOfVertices * offset * BYTES_PER_FLOAT);
        offset += COLOR_COMPONENT_COUNT;
        glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, numberOfVertices * offset * BYTES_PER_FLOAT);
        //offset += TEXTURE_COORDINATES_COMPONENT_COUNT;
        //glVertexAttribPointer(aNormalHandle,            NORMAL_COMPONENT_COUNT,              GL_FLOAT, false, NORMAL_COMPONENT_STRIDE,             numberOfVertices * offset * BYTES_PER_FLOAT);
        glBindBuffer(GL_ARRAY_BUFFER, 0);

        /////////////////////////////////////////////////////
/*
        vertexBuffer.position(0);
        glVertexAttribPointer(aPositionHandle, POSITION_COMPONENT_COUNT_3D, GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D, vertexBuffer);

        colorBuffer.position(0);
        glVertexAttribPointer(aColorHandle, COLOR_COMPONENT_COUNT, GL_FLOAT, false, COLOR_COMPONENT_STRIDE, colorBuffer);

        textureCoordBuffer.position(0);
        glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, textureCoordBuffer);

        normalBuffer.position(0);
        glVertexAttribPointer(aNormalHandle, NORMAL_COMPONENT_COUNT, GL_FLOAT, false, NORMAL_COMPONENT_STRIDE, normalBuffer);
*/
    }

    public void createVertexBuffer(){
        glGenBuffers(1, vertexBufferObject, 0);
        int vertexLine = POSITION_COMPONENT_COUNT_3D + COLOR_COMPONENT_COUNT + TEXTURE_COORDINATES_COMPONENT_COUNT;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]);
        glBufferData(GL_ARRAY_BUFFER,numberOfVertices * vertexLine * BYTES_PER_FLOAT, null, GL_STATIC_DRAW);
        int offset = 0;
        glBufferSubData(GL_ARRAY_BUFFER, offset,
                                         numberOfVertices * POSITION_COMPONENT_COUNT_3D * BYTES_PER_FLOAT, vertexBuffer);
        offset += POSITION_COMPONENT_COUNT_3D;
        glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
                                         numberOfVertices * COLOR_COMPONENT_COUNT * BYTES_PER_FLOAT, colorBuffer);

        offset += COLOR_COMPONENT_COUNT;
        glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
                                         numberOfVertices * TEXTURE_COORDINATES_COMPONENT_COUNT * BYTES_PER_FLOAT, textureCoordBuffer);

        //offset += TEXTURE_COORDINATES_COMPONENT_COUNT;
        //glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT,
        //                                 numberOfVertices * NORMAL_COMPONENT_COUNT * BYTES_PER_FLOAT, normalBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
}

 

[EDIT] OMG it was the emulator. But I don't understand why? Works great on the phone and tablet. I set the ram up pretty high, like 4 Gigs

Edited by Psychopathetica

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