// gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, glObjects[INDICES]);
gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
gl.glDrawArrays(GL2.GL_POINTS, 0, MESH_SIZE * MESH_SIZE);
// gl.glDrawElements(GL2.GL_TRIANGLES, ib.capacity(), GL2.GL_UNSIGNED_INT, 0);
gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);
// gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
}