Program: 109210
Project: 109210
Buggy source:
protected void drawGeometry(PGraphics g){
  PShape3D p3d=(PShape3D)parent;
  int numTextures;
  float pointSize;
  pointSize=PApplet.min(g.strokeWeight,PGraphicsAndroid3D.maxPointSize);
  gl.glPointSize(pointSize);
  gl.glEnableClientState(GL11.GL_NORMAL_ARRAY);
  gl.glBindBuffer(GL11.GL_ARRAY_BUFFER,p3d.glNormalBufferID);
  gl.glNormalPointer(GL11.GL_FLOAT,0,0);
  if (p3d.vertexColor) {
    gl.glEnableClientState(GL11.GL_COLOR_ARRAY);
    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER,p3d.glColorBufferID);
    gl.glColorPointer(4,GL11.GL_FLOAT,0,0);
  }
  gl.glEnableClientState(GL11.GL_VERTEX_ARRAY);
  gl.glBindBuffer(GL11.GL_ARRAY_BUFFER,p3d.glVertexBufferID);
  gl.glVertexPointer(3,GL11.GL_FLOAT,0,0);
  numTextures=0;
  for (int t=0; t < textures.length; t++) {
    if (textures[t] != null) {
      PTexture tex=textures[t].getTexture();
      if (tex != null) {
        gl.glEnable(tex.getGLTarget());
        gl.glActiveTexture(GL10.GL_TEXTURE0 + t);
        gl.glBindTexture(tex.getGLTarget(),tex.getGLID());
        renderTextures[numTextures]=tex;
        numTextures++;
      }
 else {
        break;
      }
    }
 else {
      break;
    }
  }
  if (0 < numTextures) {
    if (pointSprites) {
      gl.glPointParameterfv(GL11.GL_POINT_DISTANCE_ATTENUATION,ptDistAtt,0);
      gl.glPointParameterf(GL11.GL_POINT_FADE_THRESHOLD_SIZE,0.6f * pointSize);
      gl.glPointParameterf(GL11.GL_POINT_SIZE_MIN,1.0f);
      gl.glPointParameterf(GL11.GL_POINT_SIZE_MAX,PGraphicsAndroid3D.maxPointSize);
      gl.glTexEnvf(GL11.GL_POINT_SPRITE_OES,GL11.GL_COORD_REPLACE_OES,GL11.GL_TRUE);
      gl.glEnable(GL11.GL_POINT_SPRITE_OES);
    }
 else {
      gl.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
      for (int t=0; t < numTextures; t++) {
        gl.glClientActiveTexture(GL11.GL_TEXTURE0 + t);
        gl.glBindBuffer(GL11.GL_ARRAY_BUFFER,p3d.glTexCoordBufferID[t]);
        gl.glTexCoordPointer(2,GL11.GL_FLOAT,0,0);
      }
      if (1 < numTextures) {
        a3d.setMultitextureBlend(renderTextures,numTextures);
      }
    }
  }
  if (!p3d.vertexColor) {
    if (0 < numTextures) {
      if (g.tint) {
        gl.glColor4f(g.tintR,g.tintG,g.tintB,g.tintA);
      }
 else {
        gl.glColor4f(1,1,1,1);
      }
    }
 else {
      gl.glColor4f(g.fillR,g.fillG,g.fillB,g.fillA);
    }
  }
  if (0 < strokeWeight) {
    gl.glLineWidth(strokeWeight);
  }
 else {
    gl.glLineWidth(g.strokeWeight);
  }
  if (0 < glMode && !pointSprites) {
    gl.glDrawArrays(glMode,firstVertex,lastVertex - firstVertex + 1);
  }
 else {
    gl.glDrawArrays(glMode,firstVertex,lastVertex - firstVertex + 1);
  }
  if (0 < numTextures) {
    if (1 < numTextures) {
      a3d.clearMultitextureBlend(numTextures);
    }
    if (pointSprites) {
      gl.glDisable(GL11.GL_POINT_SPRITE_OES);
    }
 else {
      gl.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    }
    for (int t=0; t < numTextures; t++) {
      PTexture tex=renderTextures[t];
      gl.glDisable(tex.getGLTarget());
    }
  }
  gl.glBindBuffer(GL11.GL_ARRAY_BUFFER,0);
  gl.glDisableClientState(GL11.GL_VERTEX_ARRAY);
  gl.glDisableClientState(GL11.GL_COLOR_ARRAY);
  gl.glDisableClientState(GL11.GL_NORMAL_ARRAY);
}

Fixed version (ground truth):
protected void drawGeometry(PGraphics g){
  PShape3D p3d=(PShape3D)parent;
  int numTextures;
  float pointSize;
  pointSize=PApplet.min(g.strokeWeight,PGraphicsAndroid3D.maxPointSize);
  gl.glPointSize(pointSize);
  gl.glEnableClientState(GL11.GL_NORMAL_ARRAY);
  gl.glBindBuffer(GL11.GL_ARRAY_BUFFER,p3d.glNormalBufferID);
  gl.glNormalPointer(GL11.GL_FLOAT,0,0);
  if (p3d.vertexColor) {
    gl.glEnableClientState(GL11.GL_COLOR_ARRAY);
    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER,p3d.glColorBufferID);
    gl.glColorPointer(4,GL11.GL_FLOAT,0,0);
  }
  gl.glEnableClientState(GL11.GL_VERTEX_ARRAY);
  gl.glBindBuffer(GL11.GL_ARRAY_BUFFER,p3d.glVertexBufferID);
  gl.glVertexPointer(3,GL11.GL_FLOAT,0,0);
  numTextures=0;
  for (int t=0; t < textures.length; t++) {
    if (textures[t] != null) {
      PTexture tex=textures[t].getTexture();
      if (tex != null) {
        gl.glEnable(tex.getGLTarget());
        gl.glActiveTexture(GL10.GL_TEXTURE0 + t);
        gl.glBindTexture(tex.getGLTarget(),tex.getGLID());
        renderTextures[numTextures]=tex;
        numTextures++;
      }
 else {
        break;
      }
    }
 else {
      break;
    }
  }
  if (0 < numTextures) {
    if (pointSprites) {
      gl.glPointParameterfv(GL11.GL_POINT_DISTANCE_ATTENUATION,ptDistAtt,0);
      gl.glPointParameterf(GL11.GL_POINT_FADE_THRESHOLD_SIZE,0.6f * pointSize);
      gl.glPointParameterf(GL11.GL_POINT_SIZE_MIN,1.0f);
      gl.glPointParameterf(GL11.GL_POINT_SIZE_MAX,PGraphicsAndroid3D.maxPointSize);
      gl.glTexEnvf(GL11.GL_POINT_SPRITE_OES,GL11.GL_COORD_REPLACE_OES,GL11.GL_TRUE);
      gl.glEnable(GL11.GL_POINT_SPRITE_OES);
    }
 else {
      gl.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
      for (int t=0; t < numTextures; t++) {
        gl.glClientActiveTexture(GL11.GL_TEXTURE0 + t);
        gl.glBindBuffer(GL11.GL_ARRAY_BUFFER,p3d.glTexCoordBufferID[t]);
        gl.glTexCoordPointer(2,GL11.GL_FLOAT,0,0);
      }
      if (1 < numTextures) {
        a3d.setMultitextureBlend(renderTextures,numTextures);
      }
    }
  }
  if (!p3d.vertexColor) {
    if (0 < numTextures) {
      if (g.tint) {
        gl.glColor4f(g.tintR,g.tintG,g.tintB,g.tintA);
      }
 else {
        gl.glColor4f(1,1,1,1);
      }
    }
 else {
      gl.glColor4f(g.fillR,g.fillG,g.fillB,g.fillA);
    }
  }
  if (0 < strokeWeight) {
    gl.glLineWidth(strokeWeight);
  }
 else {
    gl.glLineWidth(g.strokeWeight);
  }
  gl.glDrawArrays(glMode,firstVertex,lastVertex - firstVertex + 1);
  if (0 < numTextures) {
    if (1 < numTextures) {
      a3d.clearMultitextureBlend(numTextures);
    }
    if (pointSprites) {
      gl.glDisable(GL11.GL_POINT_SPRITE_OES);
    }
 else {
      gl.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    }
    for (int t=0; t < numTextures; t++) {
      PTexture tex=renderTextures[t];
      gl.glDisable(tex.getGLTarget());
    }
  }
  gl.glBindBuffer(GL11.GL_ARRAY_BUFFER,0);
  gl.glDisableClientState(GL11.GL_VERTEX_ARRAY);
  gl.glDisableClientState(GL11.GL_COLOR_ARRAY);
  gl.glDisableClientState(GL11.GL_NORMAL_ARRAY);
}