title: Android OpenGL ES 1.1 Sphere texture mapping problem
body: <p>I have a terrible issues with texure sphere mapping.</p>
  
  <p>This is my code:</p>
  
  <pre><code>public void onSurfaceCreated(GL10 gl10, EGLConfig config) {  
  
    GL11 gl = (GL11) gl10;
    gl.glDisable(GL10.GL_DEPTH_TEST);    //Disable Depth Testing
    gl.glEnable(GL11.GL_TEXTURE_2D);
    gl.glEnable(GL11.GL_CULL_FACE);
    gl.glCullFace(GL11.GL_FRONT);
    gl.glFrontFace(GL11.GL_CCW);
    sphere.loadGLTexture(gl10, context);
  }
  
  public void onDrawFrame(GL10 gl10) {
  
    GL11ExtensionPack gl= (GL11ExtensionPack) gl10;
  
    gl10.glMatrixMode(GL10.GL_PROJECTION);
    gl10.glLoadIdentity();
    gl10.glFrustumf(-5.0f, 5.0f, -5.0f, 5.0f, 1.0f, 100.0f); //Mio 
    gl10.glMatrixMode(GL10.GL_MODELVIEW);
    gl10.glLoadIdentity();
    GLU.gluLookAt(gl10, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -10.0f, 0.0f, 1.0f,0.0f);
    sphere.draw(gl10);
  }
  
  public void onSurfaceChanged(GL10 gl, int width_, int height_) {
    gl.glViewport(0, 0, width, height); 
  
  
   }
  
  public void draw(GL10 gl10) {
  
    GL11ExtensionPack gl = (GL11ExtensionPack) gl10;
    GL11 gl11 = (GL11) gl10;
    gl.glBindTexture(GL10.GL_TEXTURE_2D, textures_ids.get(0));
    gl10.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, totalVertexCount);
  }
  
  public void loadGLTexture(GL10 gl10, Context context) {
  
    GL11 gl = (GL11) gl10;
    gl.glGenTextures(2, textures_ids);
    gl.glBindTexture(GL10.GL_TEXTURE_2D, textures_ids.get(0));
    gl.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
    gl.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
    gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE );
    gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE );
    GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, this.image, 0);
  
    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glVertexPointer(3, GL11.GL_FLOAT, 0, vertexBuffer);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
    gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0,textureBuffer); 
  
   }
  </code></pre>
  
  <p>The vertexbuffer contains a points for a sphere and the texturebuffer contains the normals for that, I meet an horrible result and I don't understand what's wrong...</p>
  
  <p>This is the result img:</p>
  
  <p><a href="http://img198.imageshack.us/img198/6370/failfs.png" rel="nofollow">http://img198.imageshack.us/img198/6370/failfs.png</a></p>
  
  <p>I am working with android OpenGL ES but I think error isn't correlated with my platform but is correlated with my use of OpenGL API, I am a newbye with this library.</p>