Program: 83611
Project: 83611
Buggy source:
@Override public void onDrawFrame(GL10 gl){
  mGame.update();
  if (mBackgroundPainter != null) {
    mBackgroundPainter.draw(gl,0,0,0f);
  }
 else {
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glClearColor(BG_RGB[0],BG_RGB[1],BG_RGB[2],1.0f);
  }
  for (  int entityType : ENTITY_LAYERS) {
    for (int i=0; i < Game.NUM_PLAYERS; i++) {
      Player player=mGame.mPlayers[i];
      Painter[] painters=mPlayerEntityPainters.get(player);
      for (      Entity entity : player.mEntities[entityType]) {
        painters[entityType].setCameraRotationDegrees(90 * mRotation);
        painters[entityType].draw(gl,entity);
      }
    }
  }
  for (int player=0; player < Game.NUM_PLAYERS; player++) {
    float dx=mGameWidth / 4;
    float dy=mGameHeight / 4;
    float x=(dx - mGameWidth) / 2;
    float y=(dy - mGameHeight) / 2;
    float buildIndicatorRotation=90 * mRotation;
    if (player == 1) {
      dx=-dx;
      dy=-dy;
      x=-x;
      y=-y;
      buildIndicatorRotation+=180;
    }
    for (int i=0; i < 4; i++) {
      float buildProgress=mGame.mPlayers[player].money / Player.BuildCosts[i];
      if (buildProgress > 1) {
        buildProgress=1;
      }
      float buttonMinX;
      float buttonMaxX;
      float buttonMinY;
      float buttonMaxY;
      float progressMaxX;
      float progressMaxY;
      float halfButtonSize=mButtonSize / 2;
      if (mRotation % 2 == 0) {
        dy=0;
        y=halfButtonSize - (mGameHeight / 2);
        if (player != 0) {
          y=-y;
        }
        buttonMinY=y - (player == 0 ? 1 : -1) * mButtonSize / 2;
        buttonMaxY=y + (player == 0 ? 1 : -1) * mButtonSize / 2;
        buttonMinX=x - dx / 2;
        buttonMaxX=x + dx / 2;
        progressMaxX=buttonMinX + (player == 0 ? 1 : -1) * mButtonSize / 3;
        progressMaxY=buttonMinY + (player == 0 ? 1 : -1) * mButtonSize * buildProgress;
      }
 else {
        dx=0;
        x=(mGameWidth / 2) - halfButtonSize;
        if (player != 0) {
          x=-x;
        }
        buttonMinY=y - dy / 2;
        buttonMaxY=y + dy / 2;
        buttonMinX=x + (player == 0 ? 1 : -1) * mButtonSize / 2;
        buttonMaxX=x - (player == 0 ? 1 : -1) * mButtonSize / 2;
        progressMaxX=buttonMinX - (player == 0 ? 1 : -1) * (mButtonSize * buildProgress);
        progressMaxY=buttonMinY + (player == 0 ? 1 : -1) * mButtonSize / 3;
      }
      if (i == mGame.mPlayers[player].mBuildTarget.ordinal()) {
        mHighlight.drawFillBounds(gl,buttonMinX,buttonMaxX,buttonMinY,buttonMaxY,0);
        mHighlight.drawFillBounds(gl,buttonMinX,progressMaxX,buttonMinY,progressMaxY,0);
      }
      mBuildTargetPainters[i].draw(gl,x,y,buildIndicatorRotation);
      x+=dx;
      y+=dy;
    }
  }
}

Fixed version (ground truth):
@Override public void onDrawFrame(GL10 gl){
  mGame.update();
  if (mBackgroundPainter != null) {
    mBackgroundPainter.draw(gl,0,0,0f);
  }
 else {
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glClearColor(BG_RGB[0],BG_RGB[1],BG_RGB[2],1.0f);
  }
  for (  int entityType : ENTITY_LAYERS) {
    for (int i=0; i < Game.NUM_PLAYERS; i++) {
      Player player=mGame.mPlayers[i];
      Painter[] painters=mPlayerEntityPainters.get(player);
      for (      Entity entity : player.mEntities[entityType]) {
        painters[entityType].setCameraRotationDegrees(90 * mRotation);
        painters[entityType].draw(gl,entity);
      }
    }
  }
  for (int player=0; player < Game.NUM_PLAYERS; player++) {
    float dx=mGameWidth / 4;
    float dy=mGameHeight / 4;
    float x=(dx - mGameWidth) / 2;
    float y=(dy - mGameHeight) / 2;
    float buildIndicatorRotation=90 * mRotation;
    if ((player == 1) ^ (mRotation >= 2)) {
      dx=-dx;
      dy=-dy;
      x=-x;
      y=-y;
    }
    if (player == 1) {
      buildIndicatorRotation+=180;
    }
    for (int i=0; i < 4; i++) {
      float buildProgress=mGame.mPlayers[player].money / Player.BuildCosts[i];
      if (buildProgress > 1) {
        buildProgress=1;
      }
      float buttonMinX;
      float buttonMaxX;
      float buttonMinY;
      float buttonMaxY;
      float progressMaxX;
      float progressMaxY;
      float flip=((player == 1) ^ (mRotation >= 2)) ? -1 : 1;
      float halfButtonSize=mButtonSize / 2;
      if (mRotation % 2 == 0) {
        dy=0;
        y=flip * (halfButtonSize - (mGameHeight / 2));
        buttonMinY=y - flip * mButtonSize / 2;
        buttonMaxY=y + flip * mButtonSize / 2;
        buttonMinX=x - dx / 2;
        buttonMaxX=x + dx / 2;
        progressMaxX=buttonMinX + flip * mButtonSize / 3;
        progressMaxY=buttonMinY + flip * mButtonSize * buildProgress;
      }
 else {
        dx=0;
        x=(mGameWidth / 2) - halfButtonSize;
        if (player != 0) {
          x=-x;
        }
        buttonMinY=y - dy / 2;
        buttonMaxY=y + dy / 2;
        buttonMinX=x + flip * mButtonSize / 2;
        buttonMaxX=x - flip * mButtonSize / 2;
        progressMaxX=buttonMinX - flip * (mButtonSize * buildProgress);
        progressMaxY=buttonMinY + flip * mButtonSize / 3;
      }
      if (i == mGame.mPlayers[player].mBuildTarget.ordinal()) {
        mHighlight.drawFillBounds(gl,buttonMinX,buttonMaxX,buttonMinY,buttonMaxY,0);
        mHighlight.drawFillBounds(gl,buttonMinX,progressMaxX,buttonMinY,progressMaxY,0);
      }
      mBuildTargetPainters[i].draw(gl,x,y,buildIndicatorRotation);
      x+=dx;
      y+=dy;
    }
  }
}