Program: 19986
Project: 19986
Buggy source:
/** 
 * Lataa kaikki tekstuurit ja animaatiot.
 * @param GL10 OpenGL-konteksti
 * @return boolean Onnistuiko lataaminen?
 */
private final boolean loadTextures(GL10 _gl){
  playerTextures[0]=new Texture(_gl,context,R.drawable.player_tex0);
  playerAnimations[3]=new Animation(_gl,context,resources,"String_Node_Str",20);
  enemyTextures[0][0]=new Texture(_gl,context,R.drawable.enemy1_tex0);
  enemyAnimations[0][3]=new Animation(_gl,context,resources,"String_Node_Str",20);
  enemyAnimations[0][4]=new Animation(_gl,context,resources,"String_Node_Str",20);
  projectileTextures[0][0]=new Texture(_gl,context,R.drawable.projectilelaser_tex0);
  projectileAnimations[0][3]=new Animation(_gl,context,resources,"String_Node_Str",5);
  projectileTextures[1][0]=new Texture(_gl,context,R.drawable.projectileemp_anim_9);
  projectileAnimations[1][3]=new Animation(_gl,context,resources,"String_Node_Str",10);
  projectileTextures[2][0]=new Texture(_gl,context,R.drawable.projectilespinninglaser_destroy_anim_0);
  projectileAnimations[2][3]=new Animation(_gl,context,resources,"String_Node_Str",10);
  projectileTextures[3][0]=new Texture(_gl,context,R.drawable.projectilebomb_tex0);
  projectileAnimations[3][3]=new Animation(_gl,context,resources,"String_Node_Str",1);
  projectileTextures[4][0]=new Texture(_gl,context,R.drawable.projectilemissile_tex0);
  projectileAnimations[4][3]=new Animation(_gl,context,resources,"String_Node_Str",1);
  hudTextures[0]=new Texture(_gl,context,R.drawable.button_tex0);
  hudTextures[1]=new Texture(_gl,context,R.drawable.button_tex1);
  hudAnimations[0]=new Animation(_gl,context,resources,"String_Node_Str",9);
  hudTextures[2]=new Texture(_gl,context,R.drawable.joystick);
  hudTextures[3]=new Texture(_gl,context,R.drawable.health_bar);
  hudTextures[4]=new Texture(_gl,context,R.drawable.health_bar_2);
  hudTextures[5]=new Texture(_gl,context,R.drawable.health_bar_3);
  hudTextures[6]=new Texture(_gl,context,R.drawable.health_bar_4);
  hudTextures[7]=new Texture(_gl,context,R.drawable.health_bar_5);
  hudTextures[8]=new Texture(_gl,context,R.drawable.health_bar_6);
  hudTextures[9]=new Texture(_gl,context,R.drawable.health_bar_7);
  hudTextures[10]=new Texture(_gl,context,R.drawable.health_bar_8);
  hudTextures[11]=new Texture(_gl,context,R.drawable.health_bar_9);
  hudTextures[12]=new Texture(_gl,context,R.drawable.health_bar_10);
  hudTextures[13]=new Texture(_gl,context,R.drawable.health_bar_11);
  hudTextures[14]=new Texture(_gl,context,R.drawable.icon_tex0);
  hudTextures[15]=new Texture(_gl,context,R.drawable.icon_tex1);
  hudTextures[16]=new Texture(_gl,context,R.drawable.icon_tex2);
  hudTextures[17]=new Texture(_gl,context,R.drawable.icon_tex3);
  hudTextures[18]=new Texture(_gl,context,R.drawable.icon_tex4);
  hudTextures[19]=new Texture(_gl,context,R.drawable.icon_tex5);
  hudTextures[20]=new Texture(_gl,context,R.drawable.icon_tex6);
  hudTextures[21]=new Texture(_gl,context,R.drawable.icon_tex7);
  hudTextures[22]=new Texture(_gl,context,R.drawable.icon_tex8);
  hudTextures[23]=new Texture(_gl,context,R.drawable.icon_tex9);
  allLoaded=true;
  return true;
}

Fixed version (ground truth):
/** 
 * Lataa kaikki tekstuurit ja animaatiot.
 * @param GL10 OpenGL-konteksti
 * @return boolean Onnistuiko lataaminen?
 */
private final boolean loadTextures(GL10 _gl){
  playerTextures[0]=new Texture(_gl,context,R.drawable.player_tex0);
  playerAnimations[3]=new Animation(_gl,context,resources,"String_Node_Str",20);
  enemyTextures[0][0]=new Texture(_gl,context,R.drawable.enemy1_tex0);
  enemyAnimations[0][3]=new Animation(_gl,context,resources,"String_Node_Str",20);
  enemyAnimations[0][4]=new Animation(_gl,context,resources,"String_Node_Str",20);
  projectileTextures[0][0]=new Texture(_gl,context,R.drawable.projectilelaser_tex0);
  projectileAnimations[0][3]=new Animation(_gl,context,resources,"String_Node_Str",5);
  projectileTextures[1][0]=new Texture(_gl,context,R.drawable.projectileemp_anim_9);
  projectileAnimations[1][3]=new Animation(_gl,context,resources,"String_Node_Str",10);
  projectileTextures[2][0]=new Texture(_gl,context,R.drawable.projectilespinninglaser_destroy_anim_0);
  projectileAnimations[2][3]=new Animation(_gl,context,resources,"String_Node_Str",10);
  projectileTextures[3][0]=new Texture(_gl,context,R.drawable.projectilebomb_tex0);
  projectileAnimations[3][3]=new Animation(_gl,context,resources,"String_Node_Str",1);
  projectileTextures[4][0]=new Texture(_gl,context,R.drawable.projectilemissile_tex0);
  projectileAnimations[4][3]=new Animation(_gl,context,resources,"String_Node_Str",1);
  hudTextures[0]=new Texture(_gl,context,R.drawable.button_tex0);
  hudTextures[1]=new Texture(_gl,context,R.drawable.button_tex1);
  hudAnimations[0]=new Animation(_gl,context,resources,"String_Node_Str",9);
  hudTextures[2]=new Texture(_gl,context,R.drawable.joystick);
  hudTextures[3]=new Texture(_gl,context,R.drawable.health_bar);
  hudTextures[4]=new Texture(_gl,context,R.drawable.health_bar_2);
  hudTextures[5]=new Texture(_gl,context,R.drawable.health_bar_3);
  hudTextures[6]=new Texture(_gl,context,R.drawable.health_bar_4);
  hudTextures[7]=new Texture(_gl,context,R.drawable.health_bar_5);
  hudTextures[8]=new Texture(_gl,context,R.drawable.health_bar_6);
  hudTextures[9]=new Texture(_gl,context,R.drawable.health_bar_7);
  hudTextures[10]=new Texture(_gl,context,R.drawable.health_bar_8);
  hudTextures[11]=new Texture(_gl,context,R.drawable.health_bar_9);
  hudTextures[12]=new Texture(_gl,context,R.drawable.health_bar_10);
  hudTextures[13]=new Texture(_gl,context,R.drawable.health_bar_11);
  hudTextures[14]=new Texture(_gl,context,R.drawable.icon_tex9);
  hudTextures[15]=new Texture(_gl,context,R.drawable.icon_tex8);
  hudTextures[16]=new Texture(_gl,context,R.drawable.icon_tex7);
  hudTextures[17]=new Texture(_gl,context,R.drawable.icon_tex6);
  hudTextures[18]=new Texture(_gl,context,R.drawable.icon_tex5);
  hudTextures[19]=new Texture(_gl,context,R.drawable.icon_tex4);
  hudTextures[20]=new Texture(_gl,context,R.drawable.icon_tex3);
  hudTextures[21]=new Texture(_gl,context,R.drawable.icon_tex2);
  hudTextures[22]=new Texture(_gl,context,R.drawable.icon_tex1);
  hudTextures[23]=new Texture(_gl,context,R.drawable.icon_tex0);
  allLoaded=true;
  return true;
}