runOnUiThread() public method

public runOnUiThread ( global arg0 ) : void
arg0 global
return void
		public ApplicationSurface(RenderingContextView v, Button button_set_min_filter, Button button_set_mag_filter, Activity OwnerActivity)
		{
			v.onsurface +=
			 gl =>
			 {
				 //var __gl = (ScriptCoreLib.Android.__WebGLRenderingContext)(object)gl;

				 #region fields
				 /**
                     * Store the model matrix. This matrix is used to move models from object space (where each model can be thought
                     * of being located at the center of the universe) to world space.
                     */
				 float[] mModelMatrix = new float[16];

				 /**
                  * Store the view matrix. This can be thought of as our camera. This matrix transforms world space to eye space;
                  * it positions things relative to our eye.
                  */
				 float[] mViewMatrix = new float[16];

				 /** Store the projection matrix. This is used to project the scene onto a 2D viewport. */
				 float[] mProjectionMatrix = new float[16];

				 /** Allocate storage for the final combined matrix. This will be passed into the shader program. */
				 float[] mMVPMatrix = new float[16];

				 /** Store the accumulated rotation. */
				 float[] mAccumulatedRotation = new float[16];

				 /** Store the current rotation. */
				 float[] mCurrentRotation = new float[16];

				 /** A temporary matrix. */
				 float[] mTemporaryMatrix = new float[16];

				 /** 
                  * Stores a copy of the model matrix specifically for the light position.
                  */
				 float[] mLightModelMatrix = new float[16];

				 /** Store our model data in a float buffer. */
				 FloatBuffer mCubePositions;
				 FloatBuffer mCubeNormals;
				 FloatBuffer mCubeTextureCoordinates;
				 FloatBuffer mCubeTextureCoordinatesForPlane;

				 /** This will be used to pass in the transformation matrix. */
				 ScriptCoreLib.JavaScript.WebGL.WebGLUniformLocation mMVPMatrixHandle;

				 /** This will be used to pass in the modelview matrix. */
				 ScriptCoreLib.JavaScript.WebGL.WebGLUniformLocation mMVMatrixHandle;

				 /** This will be used to pass in the light position. */
				 ScriptCoreLib.JavaScript.WebGL.WebGLUniformLocation mLightPosHandle;

				 /** This will be used to pass in the texture. */
				 ScriptCoreLib.JavaScript.WebGL.WebGLUniformLocation mTextureUniformHandle;

				 /** This will be used to pass in model position information. */
				 int mPositionHandle;

				 /** This will be used to pass in model normal information. */
				 int mNormalHandle;

				 /** This will be used to pass in model texture coordinate information. */
				 int mTextureCoordinateHandle;

				 /** How many bytes per float. */
				 int mBytesPerFloat = 4;

				 /** Size of the position data in elements. */
				 int mPositionDataSize = 3;

				 /** Size of the normal data in elements. */
				 int mNormalDataSize = 3;

				 /** Size of the texture coordinate data in elements. */
				 int mTextureCoordinateDataSize = 2;

				 /** Used to hold a light centered on the origin in model space. We need a 4th coordinate so we can get translations to work when
                  *  we multiply this by our transformation matrices. */
				 float[] mLightPosInModelSpace = new float[] { 0.0f, 0.0f, 0.0f, 1.0f };

				 /** Used to hold the current position of the light in world space (after transformation via model matrix). */
				 float[] mLightPosInWorldSpace = new float[4];

				 /** Used to hold the transformed position of the light in eye space (after transformation via modelview matrix) */
				 float[] mLightPosInEyeSpace = new float[4];

				 /** This is a handle to our cube shading program. */
				 ScriptCoreLib.JavaScript.WebGL.WebGLProgram mProgramHandle;

				 /** This is a handle to our light point program. */
				 ScriptCoreLib.JavaScript.WebGL.WebGLProgram mPointProgramHandle;

				 /** These are handles to our texture data. */
				 ScriptCoreLib.JavaScript.WebGL.WebGLTexture mBrickDataHandle;
				 ScriptCoreLib.JavaScript.WebGL.WebGLTexture mGrassDataHandle;

				 #endregion

				 #region ontouchmove
				 // These still work without volatile, but refreshes are not guaranteed to happen.					
				 /* volatile */
				 float mDeltaX = 0;
				 /* volatile */
				 float mDeltaY = 0;

				 v.ontouchmove +=
					 (x, y) =>
					 {
						 mDeltaX += x;
						 mDeltaY += y;
					 };
				 #endregion

				 #region Define points for a cube.

				 // X, Y, Z
				 float[] cubePositionData =
			{
					 // In OpenGL counter-clockwise winding is default. This means that when we look at a triangle, 
					 // if the points are counter-clockwise we are looking at the "front". If not we are looking at
					 // the back. OpenGL has an optimization where all back-facing triangles are culled, since they
					 // usually represent the backside of an object and aren't visible anyways.

					 // Front face
					 -1.0f, 1.0f, 1.0f,
					-1.0f, -1.0f, 1.0f,
					1.0f, 1.0f, 1.0f,
					-1.0f, -1.0f, 1.0f,
					1.0f, -1.0f, 1.0f,
					1.0f, 1.0f, 1.0f,

					 // Right face
					 1.0f, 1.0f, 1.0f,
					1.0f, -1.0f, 1.0f,
					1.0f, 1.0f, -1.0f,
					1.0f, -1.0f, 1.0f,
					1.0f, -1.0f, -1.0f,
					1.0f, 1.0f, -1.0f,

					 // Back face
					 1.0f, 1.0f, -1.0f,
					1.0f, -1.0f, -1.0f,
					-1.0f, 1.0f, -1.0f,
					1.0f, -1.0f, -1.0f,
					-1.0f, -1.0f, -1.0f,
					-1.0f, 1.0f, -1.0f,

					 // Left face
					 -1.0f, 1.0f, -1.0f,
					-1.0f, -1.0f, -1.0f,
					-1.0f, 1.0f, 1.0f,
					-1.0f, -1.0f, -1.0f,
					-1.0f, -1.0f, 1.0f,
					-1.0f, 1.0f, 1.0f,

					 // Top face
					 -1.0f, 1.0f, -1.0f,
					-1.0f, 1.0f, 1.0f,
					1.0f, 1.0f, -1.0f,
					-1.0f, 1.0f, 1.0f,
					1.0f, 1.0f, 1.0f,
					1.0f, 1.0f, -1.0f,

					 // Bottom face
					 1.0f, -1.0f, -1.0f,
					1.0f, -1.0f, 1.0f,
					-1.0f, -1.0f, -1.0f,
					1.0f, -1.0f, 1.0f,
					-1.0f, -1.0f, 1.0f,
					-1.0f, -1.0f, -1.0f,
			};

				 // X, Y, Z
				 // The normal is used in light calculations and is a vector which points
				 // orthogonal to the plane of the surface. For a cube model, the normals
				 // should be orthogonal to the points of each face.
				 float[] cubeNormalData =
			{
					 // Front face
					 0.0f, 0.0f, 1.0f,
					0.0f, 0.0f, 1.0f,
					0.0f, 0.0f, 1.0f,
					0.0f, 0.0f, 1.0f,
					0.0f, 0.0f, 1.0f,
					0.0f, 0.0f, 1.0f,

					 // Right face 
					 1.0f, 0.0f, 0.0f,
					1.0f, 0.0f, 0.0f,
					1.0f, 0.0f, 0.0f,
					1.0f, 0.0f, 0.0f,
					1.0f, 0.0f, 0.0f,
					1.0f, 0.0f, 0.0f,

					 // Back face 
					 0.0f, 0.0f, -1.0f,
					0.0f, 0.0f, -1.0f,
					0.0f, 0.0f, -1.0f,
					0.0f, 0.0f, -1.0f,
					0.0f, 0.0f, -1.0f,
					0.0f, 0.0f, -1.0f,

					 // Left face 
					 -1.0f, 0.0f, 0.0f,
					-1.0f, 0.0f, 0.0f,
					-1.0f, 0.0f, 0.0f,
					-1.0f, 0.0f, 0.0f,
					-1.0f, 0.0f, 0.0f,
					-1.0f, 0.0f, 0.0f,

					 // Top face 
					 0.0f, 1.0f, 0.0f,
					0.0f, 1.0f, 0.0f,
					0.0f, 1.0f, 0.0f,
					0.0f, 1.0f, 0.0f,
					0.0f, 1.0f, 0.0f,
					0.0f, 1.0f, 0.0f,

					 // Bottom face 
					 0.0f, -1.0f, 0.0f,
					0.0f, -1.0f, 0.0f,
					0.0f, -1.0f, 0.0f,
					0.0f, -1.0f, 0.0f,
					0.0f, -1.0f, 0.0f,
					0.0f, -1.0f, 0.0f
			};

				 // S, T (or X, Y)
				 // Texture coordinate data.
				 // Because images have a Y axis pointing downward (values increase as you move down the image) while
				 // OpenGL has a Y axis pointing upward, we adjust for that here by flipping the Y axis.
				 // What's more is that the texture coordinates are the same for every face.
				 float[] cubeTextureCoordinateData =
			{
					 // Front face
					 0.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 1.0f,
					1.0f, 0.0f,

					 // Right face 
					 0.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 1.0f,
					1.0f, 0.0f,

					 // Back face 
					 0.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 1.0f,
					1.0f, 0.0f,

					 // Left face 
					 0.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 1.0f,
					1.0f, 0.0f,

					 // Top face 
					 0.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 1.0f,
					1.0f, 0.0f,

					 // Bottom face 
					 0.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 0.0f,
					0.0f, 1.0f,
					1.0f, 1.0f,
					1.0f, 0.0f
			};

				 // S, T (or X, Y)
				 // Texture coordinate data.
				 // Because images have a Y axis pointing downward (values increase as you move down the image) while
				 // OpenGL has a Y axis pointing upward, we adjust for that here by flipping the Y axis.
				 // What's more is that the texture coordinates are the same for every face.
				 float[] cubeTextureCoordinateDataForPlane =
			{
					 // Front face
					 0.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 25.0f,
					25.0f, 0.0f,

					 // Right face 
					 0.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 25.0f,
					25.0f, 0.0f,

					 // Back face 
					 0.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 25.0f,
					25.0f, 0.0f,

					 // Left face 
					 0.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 25.0f,
					25.0f, 0.0f,

					 // Top face 
					 0.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 25.0f,
					25.0f, 0.0f,

					 // Bottom face 
					 0.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 0.0f,
					0.0f, 25.0f,
					25.0f, 25.0f,
					25.0f, 0.0f
			};
				 #endregion

				 #region  Initialize the buffers.
				 mCubePositions = ByteBuffer.allocateDirect(cubePositionData.Length * mBytesPerFloat)
				 .order(ByteOrder.nativeOrder()).asFloatBuffer();
				 mCubePositions.put(cubePositionData).position(0);

				 mCubeNormals = ByteBuffer.allocateDirect(cubeNormalData.Length * mBytesPerFloat)
				 .order(ByteOrder.nativeOrder()).asFloatBuffer();
				 mCubeNormals.put(cubeNormalData).position(0);

				 mCubeTextureCoordinates = ByteBuffer.allocateDirect(cubeTextureCoordinateData.Length * mBytesPerFloat)
				 .order(ByteOrder.nativeOrder()).asFloatBuffer();
				 mCubeTextureCoordinates.put(cubeTextureCoordinateData).position(0);

				 mCubeTextureCoordinatesForPlane = ByteBuffer.allocateDirect(cubeTextureCoordinateDataForPlane.Length * mBytesPerFloat)
				 .order(ByteOrder.nativeOrder()).asFloatBuffer();
				 mCubeTextureCoordinatesForPlane.put(cubeTextureCoordinateDataForPlane).position(0);
				 #endregion


				 // Set the background clear color to black.
				 gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f);

				 // Use culling to remove back faces.
				 gl.enable(gl.CULL_FACE);

				 // Enable depth testing
				 gl.enable(gl.DEPTH_TEST);

				 // Enable texture mapping
				 gl.enable(gl.TEXTURE_2D);

				 #region setLookAtM
				 // Position the eye in front of the origin.
				 float eyeX = 0.0f;
				 float eyeY = 0.0f;
				 float eyeZ = -0.5f;

				 // We are looking toward the distance
				 float lookX = 0.0f;
				 float lookY = 0.0f;
				 float lookZ = -5.0f;

				 // Set our up vector. This is where our head would be pointing were we holding the camera.
				 float upX = 0.0f;
				 float upY = 1.0f;
				 float upZ = 0.0f;

				 // Set the view matrix. This matrix can be said to represent the camera position.
				 // NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and
				 // view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose.
				 Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);
				 #endregion


				 #region mProgramHandle
				 mProgramHandle = gl.createProgram(
				  new Shaders.per_pixel_tex_and_lightVertexShader(),
				  new Shaders.per_pixel_tex_and_lightFragmentShader()
				 );

				 gl.bindAttribLocation(mProgramHandle, 0, "a_Position");
				 gl.bindAttribLocation(mProgramHandle, 1, "a_Color");
				 gl.bindAttribLocation(mProgramHandle, 2, "a_TexCoordinate");

				 gl.linkProgram(mProgramHandle);
				 #endregion

				 // Define a simple shader program for our point.

				 #region mPointProgramHandle
				 mPointProgramHandle = gl.createProgram(
					 new Shaders.pointVertexShader(),
					 new Shaders.pointFragmentShader()
				 );

				 gl.bindAttribLocation(mPointProgramHandle, 0, "a_Position");

				 gl.linkProgram(mPointProgramHandle);
				 #endregion


				 #region loadTexture
				 Func<android.graphics.Bitmap, ScriptCoreLib.JavaScript.WebGL.WebGLTexture> loadTexture = (bitmap) =>
				 {
					 var textureHandle = gl.createTexture();

					 // Bind to the texture in OpenGL
					 gl.bindTexture(gl.TEXTURE_2D, textureHandle);

					 // Set filtering
					 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.NEAREST);
					 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.NEAREST);

					 // Load the bitmap into the bound texture.
					 GLUtils.texImage2D((int)gl.TEXTURE_2D, 0, bitmap, 0);

					 // Recycle the bitmap, since its data has been loaded into OpenGL.
					 bitmap.recycle();


					 return textureHandle;
				 };
				 #endregion

				 #region openFileFromAssets
				 Func<string, InputStream> openFileFromAssets = (string spath) =>
				 {
					 InputStream value = null;
					 try
					 {
						 value = OwnerActivity.getResources().getAssets().open(spath);
					 }
					 catch
					 {

					 }
					 return value;

				 };
				 #endregion


				 // cant we use knownAssets yet?
				 var stone_wall_public_domain = android.graphics.BitmapFactory.decodeStream(
					 openFileFromAssets("assets/AndroidOpenGLESLesson6Activity/stone_wall_public_domain.png")
				 );


				 var noisy_grass_public_domain = android.graphics.BitmapFactory.decodeStream(
					 openFileFromAssets("assets/AndroidOpenGLESLesson6Activity/noisy_grass_public_domain.png")
				 );

				 // Load the texture
				 mBrickDataHandle = loadTexture(
					 stone_wall_public_domain
				 );

				 gl.generateMipmap(gl.TEXTURE_2D);


				 mGrassDataHandle = loadTexture(
				   noisy_grass_public_domain
				 );

				 gl.generateMipmap(gl.TEXTURE_2D);



				 // Initialize the accumulated rotation matrix
				 Matrix.setIdentityM(mAccumulatedRotation, 0);

				 #region onresize
				 v.onresize +=
					 (width, height) =>
					 {
						 // Set the OpenGL viewport to the same size as the surface.
						 gl.viewport(0, 0, width, height);

						 // Create a new perspective projection matrix. The height will stay the same
						 // while the width will vary as per aspect ratio.
						 float ratio = (float)width / height;
						 float left = -ratio;
						 float right = ratio;
						 float bottom = -1.0f;
						 float top = 1.0f;
						 float near = 1.0f;
						 float far = 1000.0f;

						 Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
					 };
				 #endregion


				 #region TEXTURE_MIN_FILTER
				 button_set_min_filter.AtClick(
					 delegate
					 {
						 var builder = new AlertDialog.Builder(OwnerActivity);


						 builder.setTitle("Set TEXTURE_MIN_FILTER!");
						 builder.setItems(
							 new[] {
									"NEAREST",
									"LINEAR",
									"NEAREST_MIPMAP_NEAREST",
									"NEAREST_MIPMAP_LINEAR",
									"LINEAR_MIPMAP_NEAREST",
									"LINEAR_MIPMAP_LINEAR",
								},
							 item =>
							 {

								 v.queueEvent(
									 delegate
									 {
										 int filter;

										 if (item == 0)
										 {
											 filter = (int)gl.NEAREST;
										 }
										 else if (item == 1)
										 {
											 filter = (int)gl.LINEAR;
										 }
										 else if (item == 2)
										 {
											 filter = (int)gl.NEAREST_MIPMAP_NEAREST;
										 }
										 else if (item == 3)
										 {
											 filter = (int)gl.NEAREST_MIPMAP_LINEAR;
										 }
										 else if (item == 4)
										 {
											 filter = (int)gl.LINEAR_MIPMAP_NEAREST;
										 }
										 else // if (item == 5)
										 {
											 filter = (int)gl.LINEAR_MIPMAP_LINEAR;
										 }

										 if (mBrickDataHandle != null)
											 if (mGrassDataHandle != null)
											 {
												 gl.bindTexture(gl.TEXTURE_2D, mBrickDataHandle);
												 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);
												 gl.bindTexture(gl.TEXTURE_2D, mGrassDataHandle);
												 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);

											 }
									 }
								 );
							 }
						 );


						 var dialog = builder.create();

						 dialog.setOwnerActivity(OwnerActivity);
						 dialog.show();


					 }
					 );
				 #endregion

				 #region TEXTURE_MAG_FILTER
				 button_set_mag_filter.AtClick(
					 delegate
					 {
						 var builder = new AlertDialog.Builder(OwnerActivity);

						 builder.setTitle("Set TEXTURE_MAG_FILTER");
						 builder.setItems(
							 new[]{
									"GL_NEAREST",
									"GL_LINEAR"
								},
							 item =>
							 {


								 v.queueEvent(
									 delegate
									 {
										 int filter;

										 if (item == 0)
										 {
											 filter = (int)gl.NEAREST;
										 }
										 else // if (item == 1)
										 {
											 filter = (int)gl.LINEAR;
										 }

										 if (mBrickDataHandle != null)
											 if (mGrassDataHandle != null)
											 {
												 gl.bindTexture(gl.TEXTURE_2D, mBrickDataHandle);
												 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);
												 gl.bindTexture(gl.TEXTURE_2D, mGrassDataHandle);
												 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);
											 }

									 }
								 );
							 }
						 );

						 var dialog = builder.create();

						 dialog.setOwnerActivity(OwnerActivity);
						 dialog.show();
					 }
				 );
				 #endregion




				 #region onframe
				 v.onframe +=
					 delegate
					 {
						 var sw = Stopwatch.StartNew();

						 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

						 // Do a complete rotation every 10 seconds.
						 long time = SystemClock.uptimeMillis() % 10000L;
						 long slowTime = SystemClock.uptimeMillis() % 100000L;
						 float angleInDegrees = (360.0f / 10000.0f) * ((int)time);
						 float slowAngleInDegrees = (360.0f / 100000.0f) * ((int)slowTime);

						 var program = mProgramHandle;
						 // Set our per-vertex lighting program.
						 gl.useProgram(program);

						 var uniforms = program.Uniforms(gl);

						 // Set program handles for cube drawing.
						 mMVPMatrixHandle = gl.getUniformLocation(program, "u_MVPMatrix");
						 mMVMatrixHandle = gl.getUniformLocation(program, "u_MVMatrix");
						 mLightPosHandle = gl.getUniformLocation(program, "u_LightPos");
						 mTextureUniformHandle = gl.getUniformLocation(program, "u_Texture");

						 mPositionHandle = gl.getAttribLocation(program, "a_Position");
						 mNormalHandle = gl.getAttribLocation(program, "a_Normal");
						 mTextureCoordinateHandle = gl.getAttribLocation(program, "a_TexCoordinate");

						 // Calculate position of the light. Rotate and then push into the distance.
						 Matrix.setIdentityM(mLightModelMatrix, 0);
						 Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, -2.0f);
						 Matrix.rotateM(mLightModelMatrix, 0, angleInDegrees, 0.0f, 1.0f, 0.0f);
						 Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, 3.5f);

						 Matrix.multiplyMV(mLightPosInWorldSpace, 0, mLightModelMatrix, 0, mLightPosInModelSpace, 0);
						 Matrix.multiplyMV(mLightPosInEyeSpace, 0, mViewMatrix, 0, mLightPosInWorldSpace, 0);

						 // Draw a cube.
						 // Translate the cube into the screen.
						 Matrix.setIdentityM(mModelMatrix, 0);
						 Matrix.translateM(mModelMatrix, 0, 0.0f, 0.8f, -3.5f);

						 // Set a matrix that contains the current rotation.
						 Matrix.setIdentityM(mCurrentRotation, 0);
						 Matrix.rotateM(mCurrentRotation, 0, mDeltaX, 0.0f, 1.0f, 0.0f);
						 Matrix.rotateM(mCurrentRotation, 0, mDeltaY, 1.0f, 0.0f, 0.0f);
						 mDeltaX = 0.1f;
						 mDeltaY = 0.1f;

						 // Multiply the current rotation by the accumulated rotation, and then set the accumulated rotation to the result.
						 Matrix.multiplyMM(mTemporaryMatrix, 0, mCurrentRotation, 0, mAccumulatedRotation, 0);
						 java.lang.System.arraycopy(mTemporaryMatrix, 0, mAccumulatedRotation, 0, 16);

						 // Rotate the cube taking the overall rotation into account.     	
						 Matrix.multiplyMM(mTemporaryMatrix, 0, mModelMatrix, 0, mAccumulatedRotation, 0);
						 java.lang.System.arraycopy(mTemporaryMatrix, 0, mModelMatrix, 0, 16);

						 // Set the active texture unit to texture unit 0.
						 gl.activeTexture(gl.TEXTURE0);

						 // Bind the texture to this unit.
						 gl.bindTexture(gl.TEXTURE_2D, mBrickDataHandle);

						 // Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0.
						 gl.uniform1i(mTextureUniformHandle, 0);

						 // Pass in the texture coordinate information
						 mCubeTextureCoordinates.position(0);

						 opengl.glVertexAttribPointer(mTextureCoordinateHandle, mTextureCoordinateDataSize, (int)gl.FLOAT, false,
								 0, mCubeTextureCoordinates);

						 #region drawCube
						 Action drawCube =
							 delegate
							 {
								 // Pass in the position information
								 mCubePositions.position(0);
								 opengl.glVertexAttribPointer(mPositionHandle, mPositionDataSize, (int)gl.FLOAT, false,
										 0, mCubePositions);

								 gl.enableVertexAttribArray((uint)mPositionHandle);

								 // Pass in the normal information
								 mCubeNormals.position(0);
								 opengl.glVertexAttribPointer(mNormalHandle, mNormalDataSize, (int)gl.FLOAT, false,
										 0, mCubeNormals);

								 gl.enableVertexAttribArray((uint)mNormalHandle);

								 // This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
								 // (which currently contains model * view).
								 Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

								 // Pass in the modelview matrix.
								 gl.uniformMatrix4fv(mMVMatrixHandle, false, mMVPMatrix);

								 // This multiplies the modelview matrix by the projection matrix, and stores the result in the MVP matrix
								 // (which now contains model * view * projection).        
								 Matrix.multiplyMM(mTemporaryMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
								 java.lang.System.arraycopy(mTemporaryMatrix, 0, mMVPMatrix, 0, 16);

								 // Pass in the combined matrix.
								 gl.uniformMatrix4fv(mMVPMatrixHandle, false, mMVPMatrix);

								 // Pass in the light position in eye space.        
								 gl.uniform3f(mLightPosHandle, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1], mLightPosInEyeSpace[2]);

								 // Draw the cube.k
								 gl.drawArrays(gl.TRIANGLES, 0, 36);
							 };
						 #endregion

						 drawCube();

						 // Draw a plane
						 Matrix.setIdentityM(mModelMatrix, 0);
						 Matrix.translateM(mModelMatrix, 0, 0.0f, -2.0f, -5.0f);
						 Matrix.scaleM(mModelMatrix, 0, 25.0f, 1.0f, 25.0f);
						 Matrix.rotateM(mModelMatrix, 0, slowAngleInDegrees, 0.0f, 1.0f, 0.0f);

						 // Set the active texture unit to texture unit 0.
						 gl.activeTexture(gl.TEXTURE0);

						 // Bind the texture to this unit.
						 gl.bindTexture(gl.TEXTURE_2D, mGrassDataHandle);

						 // Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0.
						 gl.uniform1i(mTextureUniformHandle, 0);

						 // Pass in the texture coordinate information
						 mCubeTextureCoordinatesForPlane.position(0);
						 opengl.glVertexAttribPointer(mTextureCoordinateHandle, mTextureCoordinateDataSize, (int)gl.FLOAT, false,
								 0, mCubeTextureCoordinatesForPlane);

						 gl.enableVertexAttribArray((uint)mTextureCoordinateHandle);

						 drawCube();


						 #region drawLight
						 Action drawLight =
							 delegate
							 {
								 var pointMVPMatrixHandle = gl.getUniformLocation(mPointProgramHandle, "u_MVPMatrix");
								 var pointPositionHandle = gl.getAttribLocation(mPointProgramHandle, "a_Position");

								 // Pass in the position.
								 gl.vertexAttrib3f((uint)pointPositionHandle, mLightPosInModelSpace[0], mLightPosInModelSpace[1], mLightPosInModelSpace[2]);

								 // Since we are not using a buffer object, disable vertex arrays for this attribute.
								 gl.disableVertexAttribArray((uint)pointPositionHandle);

								 // Pass in the transformation matrix.
								 Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mLightModelMatrix, 0);
								 Matrix.multiplyMM(mTemporaryMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
								 java.lang.System.arraycopy(mTemporaryMatrix, 0, mMVPMatrix, 0, 16);

								 gl.uniformMatrix4fv(pointMVPMatrixHandle, false, mMVPMatrix);

								 // Draw the point.
								 gl.drawArrays(gl.POINTS, 0, 1);
							 };
						 #endregion

						 // Draw a point to indicate the light.
						 gl.useProgram(mPointProgramHandle);
						 drawLight();

						 sw.Stop();
						 OwnerActivity.runOnUiThread(
							 delegate
							 {
								 // Caused by: java.lang.ArithmeticException: divide by zero
								 // at AndroidOpenGLESLesson6Activity.Shaders.ApplicationSurface___c__DisplayClass0_4.__ctor_b__14(ApplicationSurface___c__DisplayClass0_4.java:28)
								 // ... 20 more
								 //Force finishing activity AndroidOpenGLESLesson6Activity.Activities /.AndroidOpenGLESLesson6Activity

								 OwnerActivity.setTitle(
									 "" + new { sw.ElapsedMilliseconds, fps = 1000.0 / sw.ElapsedMilliseconds });

							 }
						 );

					 };
				 #endregion

			 };

		}