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You don't want to turn off depth stencil state. Leave that the way it was before. Giving the Problem a Name The problem you're having is that two objects are being drawn in almost identical locations, but because of floating point precision errors, at the different pixels, sometimes one turns out to be barely closer to the camera/eye than the other, and on ...


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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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