I am new to OpenGL, and trying to learn ES 2.0.
To start with, I am working on a card game, where I need to render multiple card images. I followed this http://www.learnopengles.com/android-lesson-four-introducing-basic-texturing/
I have created a few classes to handle the data and actions.
- MySprite holds the texture information, including the location and scale factors.
 - Batcher draws all the sprites in one go. It is rough implementation.
 - ShaderHelper manages creation of shaders and linking them to a program.
 - GLRenderer is where the rendering is handled (it implements `Renderer`.)
 
Q1
My program renders one image correctly. Problem is that when I render 2 images, first one is replaced by the later one in its place, hence second one is rendered twice.
I suspect it is something related to how I create textures in MySprite class. But I am not sure why. Can you help?
Q2
I read that if I have to render 2 images, I need to use GL_TEXTURE0 and GL_TEXTURE1, instead of just using GL_TEXTURE0.
_GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
But since these constants are limited (0 to 31), is there a better way to render more than 32 small images without losing the images' uniqueness?
Please point me to the right direction.
The code
GLRenderer:
public class GLRenderer implements Renderer {
    ArrayList<MySprite> images = new ArrayList<MySprite>();
    Batcher batch;
    int x = 0;
...
    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        batch = new Batcher();
        MySprite s = MySprite.createGLSprite(mContext.getAssets(), "menu/back.png");
        images.add(s);
        s.XScale = 2;
        s.YScale = 3;
        images.add(MySprite.createGLSprite(mContext.getAssets(), "menu/play.png"));
        // Set the clear color to black
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1);
        ShaderHelper.initGlProgram();
    }
    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        mScreenWidth = width;
        mScreenHeight = height;
        // Redo the Viewport, making it fullscreen.
        GLES20.glViewport(0, 0, mScreenWidth, mScreenHeight);
        batch.setScreenDimension(width, height);
        // Set our shader programm
        GLES20.glUseProgram(ShaderHelper.programTexture);
    }
    @Override
    public void onDrawFrame(GL10 unused) {
        // clear Screen and Depth Buffer, we have set the clear color as black.
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
        batch.begin();
        int y = 0;
        for (MySprite s : images) {
            s.X = x;
            s.Y = y;
            batch.draw(s);
            y += 200;
        }
        batch.end();
        x += 1;
    }
}
Batcher:
public class Batcher {
    // Store the model matrix. This matrix is used to move models from object space (where each model can be thought
    // of being located at the center of the universe) to world space.
    private final float[] mtrxModel = new float[16];
    // Store the projection matrix. This is used to project the scene onto a 2D viewport.
    private static final float[] mtrxProjection = new float[16];
    // Allocate storage for the final combined matrix. This will be passed into the shader program.
    private final float[] mtrxMVP = new float[16];
    // Create our UV coordinates.
    static float[] uvArray = new float[]{
            0.0f, 0.0f,
            0.0f, 1.0f,
            1.0f, 1.0f,
            1.0f, 0.0f
    };
    static FloatBuffer uvBuffer;
    static FloatBuffer vertexBuffer;
    static boolean staticInitialized = false;
    static short[] indices = new short[]{0, 1, 2, 0, 2, 3}; // The order of vertexrendering.
    static ShortBuffer indicesBuffer;
    ArrayList<MySprite> sprites = new ArrayList<MySprite>();
    public Batcher() {
        if (!staticInitialized) {
            // The texture buffer
            uvBuffer = ByteBuffer.allocateDirect(uvArray.length * 4)
                    .order(ByteOrder.nativeOrder())
                    .asFloatBuffer();
            uvBuffer.put(uvArray)
                    .position(0);
            // initialize byte buffer for the draw list
            indicesBuffer = ByteBuffer.allocateDirect(indices.length * 2)
                    .order(ByteOrder.nativeOrder())
                    .asShortBuffer();
            indicesBuffer.put(indices)
                    .position(0);
            float[] vertices = new float[] {
                    0, 0, 0,
                    0, 1, 0,
                    1, 1, 0,
                    1, 0, 0
            };
            // The vertex buffer.
            vertexBuffer = ByteBuffer.allocateDirect(vertices.length * 4)
                    .order(ByteOrder.nativeOrder())
                    .asFloatBuffer();
            vertexBuffer.put(vertices)
                    .position(0);
            staticInitialized = true;
        }
    }
    public void setScreenDimension(int screenWidth, int screenHeight) {
        Matrix.setIdentityM(mtrxProjection, 0);
        // (0,0)--->
        //   |
        //   v
        //I want it to be more natural like desktop screen
        Matrix.orthoM(mtrxProjection, 0,
                -1f, screenWidth,
                screenHeight, -1f,
                -1f, 1f);
    }
    public void begin() {
        sprites.clear();
    }
    public void draw(MySprite sprite) {
        sprites.add(sprite);
    }
    public void end() {
        // Get handle to shape's transformation matrix
        int u_MVPMatrix = GLES20.glGetUniformLocation(ShaderHelper.programTexture, "u_MVPMatrix");
        int a_Position = GLES20.glGetAttribLocation(ShaderHelper.programTexture, "a_Position");
        int a_texCoord = GLES20.glGetAttribLocation(ShaderHelper.programTexture, "a_texCoord");
        int u_texture = GLES20.glGetUniformLocation(ShaderHelper.programTexture, "u_texture");
        GLES20.glEnableVertexAttribArray(a_Position);
        GLES20.glEnableVertexAttribArray(a_texCoord);
        //loop all sprites
        for (int i = 0; i < sprites.size(); i++) {
            MySprite ms = sprites.get(i);
            // Matrix op - start
                Matrix.setIdentityM(mtrxMVP, 0);
                Matrix.setIdentityM(mtrxModel, 0);
                Matrix.translateM(mtrxModel, 0, ms.X, ms.Y, 0f);
                Matrix.scaleM(mtrxModel, 0, ms.getWidth() * ms.XScale, ms.getHeight() * ms.YScale, 0f);
                Matrix.multiplyMM(mtrxMVP, 0, mtrxModel, 0, mtrxMVP, 0);
                Matrix.multiplyMM(mtrxMVP, 0, mtrxProjection, 0, mtrxMVP, 0);
            // Matrix op - end
            // Pass the data to shaders - start
                // Prepare the triangle coordinate data
                GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 0, vertexBuffer);
                // Prepare the texturecoordinates
                GLES20.glVertexAttribPointer(a_texCoord, 2, GLES20.GL_FLOAT, false, 0, uvBuffer);
                GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mtrxMVP, 0);
                // Set the sampler texture unit to where we have saved the texture.
                GLES20.glUniform1i(u_texture, ms.getTextureId());
            // Pass the data to shaders - end
            // Draw the triangles
            GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length, GLES20.GL_UNSIGNED_SHORT, indicesBuffer);
        }
    }
}
ShaderHelper
public class ShaderHelper {
    static final String vs_Image =
        "uniform mat4 u_MVPMatrix;" +
        "attribute vec4 a_Position;" +
        "attribute vec2 a_texCoord;" +
        "varying vec2 v_texCoord;" +
        "void main() {" +
        "  gl_Position = u_MVPMatrix * a_Position;" +
        "  v_texCoord = a_texCoord;" +
        "}";
    static final String fs_Image =
        "precision mediump float;" +
        "uniform sampler2D u_texture;" +
        "varying vec2 v_texCoord;" +
        "void main() {" +
        "  gl_FragColor = texture2D(u_texture, v_texCoord);" +
        "}";
    // Program variables
    public static int programTexture;
    public static int vertexShaderImage, fragmentShaderImage;
    public static int loadShader(int type, String shaderCode){
        // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
        // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
        int shader = GLES20.glCreateShader(type);
        // add the source code to the shader and compile it
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);
        // return the shader
        return shader;
    }
    public static void initGlProgram() {
        // Create the shaders, images
        vertexShaderImage = ShaderHelper.loadShader(GLES20.GL_VERTEX_SHADER, ShaderHelper.vs_Image);
        fragmentShaderImage = ShaderHelper.loadShader(GLES20.GL_FRAGMENT_SHADER, ShaderHelper.fs_Image);
        ShaderHelper.programTexture = GLES20.glCreateProgram();             // create empty OpenGL ES Program
        GLES20.glAttachShader(ShaderHelper.programTexture, vertexShaderImage);   // add the vertex shader to program
        GLES20.glAttachShader(ShaderHelper.programTexture, fragmentShaderImage); // add the fragment shader to program
        GLES20.glLinkProgram(ShaderHelper.programTexture);                  // creates OpenGL ES program executables
    }
    public static void dispose() {
        GLES20.glDetachShader(ShaderHelper.programTexture, ShaderHelper.vertexShaderImage);
        GLES20.glDetachShader(ShaderHelper.programTexture, ShaderHelper.fragmentShaderImage);
        GLES20.glDeleteShader(ShaderHelper.fragmentShaderImage);
        GLES20.glDeleteShader(ShaderHelper.vertexShaderImage);
        GLES20.glDeleteProgram(ShaderHelper.programTexture);
    }
}
MySprite
public class MySprite {
    public int X, Y;
    public float XScale, YScale;
    private int w, h;
    int textureId = -1;
    private MySprite(Bitmap bmp, int textureId) {
        this.w = bmp.getWidth();
        this.h = bmp.getHeight();
        this.textureId = textureId;
        this.XScale = this.YScale = 1f;
    }
    public static MySprite createGLSprite(final AssetManager assets, final String assetImagePath) {
        Bitmap bmp = TextureHelper.getBitmapFromAsset(assets, assetImagePath);
        if (bmp == null) return null;
        MySprite ms = new MySprite(bmp, createGlTexture());
        Log.d("G1", "image id = " + ms.getTextureId());
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
        // Load the bitmap into the bound texture.
        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bmp, 0);
        bmp.recycle();
        return ms;
    }
    private static int createGlTexture() {
        // Generate Textures, if more needed, alter these numbers.
        final int[] textureHandles = new int[1];
        GLES20.glGenTextures(1, textureHandles, 0);
        if (textureHandles[0] != 0) {
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandles[0]);
            return textureHandles[0];
        } else {
            throw new RuntimeException("Error loading texture.");
        }
    }
...
}