Hi!
You need to use glDrawArrays or glDrawElements, glActiveTexture and GL_MAX_TEXTURE_UNITS if you use multi-texturing, glBindTexture or Texture.bind().
You have 2 options:
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| gl.glEnable(GL.GL_TEXTURE_2D); texture0.bind(); glDrawArrays(...); texture1.bind(); glDrawArrays(...); texture2.bind(); glDrawArrays(...); glDisable(GL.GL_TEXTURE_2D); |
or
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| gl.glEnable(GL.GL_TEXTURE_2D); giantTexture.bind(); glDrawArrays(...); glDisable(GL.GL_TEXTURE_2D); |
In both case, don't forget to enable and disable the required extensions for each kind of array (vertex and texture coordinates).