   Using glVertexPointer and glDrawElements
  Hi!I wondering if you need to do something special with the vertex data and index data loaded from the OBJ file, to make it appear on screen?I have done a test in the code to specify the data directly in the code instead of loading it from an OBJ file. This to see if it looks ok.for instance: This is just an example so you get the idea of my problemfloat vertices2[] = {0.004520f, 0.000000f, -0.363459f,0.179520f, 0.000000f, -0.315091f,0.004520f, 0.000000f, -0.002436f,0.004520f, 1.390251f, -0.363459f,0.003921f, 1.528259f, 0.001508f,0.179520f, 1.390251f, -0.315091f};short indices[] = {1, 2, 3,4, 5, 6};Later in the "Draw" method I try to draw the object on the screen. Using glVertexPointer and glDrawElements.gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertices2);gl.glDrawElements(GL10.GL_TRIANGLES, 6, GL10.GL_UNSIGNED_SHORT, indices);The problem is that I can see something on the screen but it is absolutely not what should be there.If I hard code the data of a Penguin, it's not a penguin I see on the screen.What am I doing wrong here?Do I need to do something with the loaded data from the OBJ file before sending it to the vertex array etc?Thanks   
  Indices are zero-based, so from 0 to 5, not 1 to 6.   