float maxY = minMax[3]+10;
gl.glColor4d (0.0, 0.0, 0.0, 1.0);
gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL.GL_COLOR_ARRAY);
gl.glVertexPointer(3, GL.GL_FLOAT, 0, vertBuff);
gl.glColorPointer(4, GL.GL_FLOAT, 0, colorBuff);
//Using the strokecolor buffer strokecolor AND fill!