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The correct answer was answered by Reto Koradi You're using different primitive types. In the working ES 1.0 code, you have this: gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); and in the ES 2.0 code that renders only a triangle when you give it 4 vertices: GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6); So in the ES 1.0 code, you're specifying that you ...


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A Vertex Array Object (VAO) is an object which contains one or more Vertex Buffer Objects and is designed to store the information for a complete rendered object. You can think of it as being just a sort of parent to you VBO's, which are what store the real data. Binding a VAO just makes it easy for you, otherwise you would have to bind the buffers ...



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