question: public TextureSquare ( GL10 gl , Bitmap textureBitmap ) { ByteBuffer vbb = ByteBuffer . allocateDirect ( squareCoords . length * 4 ) ; vbb . order ( ByteOrder . nativeOrder ( ) ) ; vertexBuffer = vbb . asFloatBuffer ( ) ; vertexBuffer . put ( squareCoords ) ; vertexBuffer . position ( 0 ) ; ByteBuffer tbb = ByteBuffer . allocateDirect ( textureCoords . length * 4 ) ; tbb . order ( ByteOrder . nativeOrder ( ) ) ; textureBuffer = tbb . asFloatBuffer ( ) ; textureBuffer . put ( textureCoords ) ; textureBuffer . position ( 0 ) ; ByteBuffer dlb = ByteBuffer . allocateDirect ( drawOrder . length * 2 ) ; dlb . order ( ByteOrder . nativeOrder ( ) ) ; drawListBuffer = dlb . asShortBuffer ( ) ; drawListBuffer . put ( drawOrder ) ; drawListBuffer . position ( 0 ) ; textures = new int [ 1 ] ; gl . glGenTextures ( 1 , textures , 0 ) ; gl . glBindTexture ( GL10 . GL_TEXTURE_2D , textures [ 0 ] ) ; GLUtils . texImage2D ( GL10 . GL_TEXTURE_2D , 0 , textureBitmap , 0 ) ; gl . glTexParameterf ( GL10 . GL_TEXTURE_2D , GL10 . GL_TEXTURE_MIN_FILTER , GL10 . GL_NEAREST ) ; gl . glTexParameterf ( GL10 . GL_TEXTURE_2D , GL10 . GL_TEXTURE_MAG_FILTER , GL10 . GL_NEAREST ) ; gl . glBindTexture ( GL10 . GL_TEXTURE_2D , 0 ) ; }
target:  Sets up the drawing object data for use in an OpenGL ES context.