Program: 83613
Project: 83613
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);
      }
    }
  }
  float dx=mGameWidth / 4;
  float dy=mGameHeight / 4;
  float x=(dx - mGameWidth) / 2;
  float y=(dy - mGameHeight) / 2;
  if (mRotation % 2 == 0) {
    dy=0;
    y=(mButtonSize - mGameHeight) / 2;
  }
 else {
    dx=0;
    x=(mGameWidth - mButtonSize) / 2;
  }
  for (int i=0; i < 4; i++) {
    if (i == mGame.mPlayers[0].mBuildTarget.ordinal()) {
      mHighlight.draw(gl,x,y,90 * mRotation);
    }
    mBuildTargetPainters[i].draw(gl,x,y,90 * mRotation);
    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);
      }
    }
  }
  float dx=mGameWidth / 4;
  float dy=mGameHeight / 4;
  float x=(dx - mGameWidth) / 2;
  float y=(dy - mGameHeight) / 2;
  for (int i=0; i < 4; i++) {
    float buildProgress=mGame.mPlayers[0].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);
      buttonMinY=y - mButtonSize / 2;
      buttonMaxY=y + mButtonSize / 2;
      buttonMinX=x - dx / 2;
      buttonMaxX=x + dx / 2;
      progressMaxX=buttonMinX + mButtonSize / 3;
      progressMaxY=buttonMinY + mButtonSize * buildProgress;
    }
 else {
      dx=0;
      x=(mGameWidth / 2) - halfButtonSize;
      buttonMinY=y - dy / 2;
      buttonMaxY=y + dy / 2;
      buttonMinX=x + mButtonSize / 2;
      buttonMaxX=x - mButtonSize / 2;
      progressMaxX=buttonMinX - (mButtonSize * buildProgress);
      progressMaxY=buttonMinY + mButtonSize / 3;
    }
    if (i == mGame.mPlayers[0].mBuildTarget.ordinal()) {
      mHighlight.drawFillBounds(gl,buttonMinX,buttonMaxX,buttonMinY,buttonMaxY,0);
      mHighlight.drawFillBounds(gl,buttonMinX,progressMaxX,buttonMinY,progressMaxY,0);
    }
    mBuildTargetPainters[i].draw(gl,x,y,90 * mRotation);
    x+=dx;
    y+=dy;
  }
}