return returnVal;
}
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, strokeColBuff);
//Start recording display list
gl.glNewList(listIDOutline, GL.GL_COMPILE);
// if (drawSmooth)
// gl.glEnable(GL.GL_LINE_SMOOTH);