private static FloatBuffer allocateTextureBuffer(float u,float v){
  float texturepoints[]={0f,0f,0f,v,u,0,u,v};
  ByteBuffer byteBuffer=ByteBuffer.allocateDirect(texturepoints.length * SIZEOF_FLOAT);
  byteBuffer.order(ByteOrder.nativeOrder());
  FloatBuffer texBuffer=byteBuffer.asFloatBuffer();
  texBuffer.put(texturepoints);
  texBuffer.position(0);
  return texBuffer;
}

private static FloatBuffer allocateTextureBuffer ( float u , float v ) { float texturepoints [ ] = { 0f , 0f , 0f , v , u , 0 , u , v } ; ByteBuffer byteBuffer = ByteBuffer . allocateDirect ( texturepoints . length * SIZEOF_FLOAT ) ; byteBuffer . order ( ByteOrder . nativeOrder ( ) ) ; FloatBuffer texBuffer = byteBuffer . asFloatBuffer ( ) ; texBuffer . put ( texturepoints ) ; texBuffer . position ( 0 ) ; return texBuffer ; }
allocate a texture buffer with the given values replacing 1 . e . g . if x is 0 . 5 , then the texture will be twice the normal width .
