public void drawImage(int texture, int x, int y, GL gl, int width, int height) { x-=30; y+=35; y=(int) Industria.this.getSize().getHeight() - y + 100 - height; gl.glBindTexture(gl.GL_TEXTURE_2D,texture); gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP); gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP); gl.glTexParameterf(gl.GL_TEXTURE_2D,gl. GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR); gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR); gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_REPLACE); gl.glEnable(gl.GL_TEXTURE_2D); gl.glBegin(gl.GL_QUADS); gl.glEnable( gl.GL_BLEND ); gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA ); gl.glEnable( gl.GL_ALPHA_TEST ); gl.glAlphaFunc( gl.GL_NOTEQUAL, 0.0f ); float xdif=(float)(90.0/128.0); float ydif=(float)(90.0/128.0); gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(x, y, 0.0f); gl.glTexCoord2f(xdif, 0.0f); gl.glVertex3f(x+width, y, 0.0f); gl.glTexCoord2f(xdif, ydif); gl.glVertex3f(x+width, y+height, 0.0f); gl.glTexCoord2f(0.0f, ydif); gl.glVertex3f(x, y+height, 0.0f); gl.glEnd(); } //This is where the textures are loaded into memory int width = cl.imgWidth[frame][type][flipped % 2]; int height = cl.imgHeight[frame][type][flipped % 2]; pxi = px - width / 2 + 45; pyi = py - height + 90; if(cl.texPointer[frame][type][flipped%2]==0) { int[] name=new int[1]; gl.glGenTextures(1,name,0); gl.glBindTexture(gl.GL_TEXTURE_2D,name[0]); cl.texPointer[frame][type][flipped%2]=name[0]; System.out.println("New Texture: "+name[0]); //gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1); int power=2; for(int i=0;power