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I didn't check thoroughly, but one major problem I see here is that you aren't following the OpenGL manual: This line of code is never valid: gl.glBindBuffer(GL.GL_TEXTURE0, vboTextureCoordHandle); You must use a valid buffer bind target, in this case GL_ARRAY_BUFFER. As it stands now, you're using your model coordinates as the texture coordinates also, ...


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I figured out my "EDIT3" problem: I didn't look closely enough at the parameters of glDrawArrays(). Instead of saying gl.glDrawArrays(GL.GL_TRIANGLES, (int) vertices.get(0), vertices.capacity()); I should have been saying gl.glDrawArrays(GL.GL_TRIANGLES, 0, vertices.capacity()); because the middle parameter is the starting point. After that, the cube ...



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