void drawCube(float size, float x, float y, float z)
{
    // Colour cube data.
    int i;
    const GLfloat cube_vertices [8][3] = {
        /* +z */ {0.5f, 0.5f, 0.5f}, {0.5f, -0.5f, 0.5f}, {-0.5f, -0.5f, 0.5f}, {-0.5f, 0.5f, 0.5f},
        /* -z */ {0.5f, 0.5f, -0.5f}, {0.5f, -0.5f, -0.5f}, {-0.5f, -0.5f, -0.5f}, {-0.5f, 0.5f, -0.5f} };
    const GLubyte cube_vertex_colors [8][4] = {
        {255, 255, 255, 255}, {255, 255, 0, 255}, {0, 255, 0, 255}, {0, 255, 255, 255},
        {255, 0, 255, 255}, {255, 0, 0, 255}, {0, 0, 0, 255}, {0, 0, 255, 255} };
    const GLushort cube_faces [6][4] = { /* ccw-winding */
        /* +z */ {3, 2, 1, 0}, /* -y */ {2, 3, 7, 6}, /* +y */ {0, 1, 5, 4},
        /* -x */ {3, 0, 4, 7}, /* +x */ {1, 2, 6, 5}, /* -z */ {4, 5, 6, 7} };
    
    glPushMatrix(); // Save world coordinate system.
    glTranslatef(x, y, z);
    glScalef(size, size, size);
    glStateCacheDisableLighting();
    glStateCacheDisableTex2D();
    glStateCacheDisableBlend();
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, cube_vertex_colors);
    glVertexPointer(3, GL_FLOAT, 0, cube_vertices);
    glStateCacheEnableClientStateVertexArray();
    glEnableClientState(GL_COLOR_ARRAY);
    for (i = 0; i < 6; i++) {
        glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, &(cube_faces[i][0]));
    }
    glDisableClientState(GL_COLOR_ARRAY);
    glColor4ub(0, 0, 0, 255);
    for (i = 0; i < 6; i++) {
        glDrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, &(cube_faces[i][0]));
    }
    glPopMatrix();    // Restore world coordinate system.
}
void VirtualEnvironmentHandleARViewDrawPreCamera(void)
{
    if (!VirtualEnvironment_AROSG)
        return;

#ifdef USE_OPENGL_ES
    // Set some state to OSG's expected values.
    glStateCacheDisableLighting();
    glStateCacheDisableTex2D();
    glStateCacheDisableBlend();
    glStateCacheEnableClientStateVertexArray();
    glStateCacheEnableClientStateNormalArray();
    glStateCacheEnableClientStateTexCoordArray();
#endif

    // Save the projection and modelview state.
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();

    // Draw the whole scenegraph.
    arOSGDraw(VirtualEnvironment_AROSG);

    // OSG modifies the viewport, so restore it.
    // Also restore projection and modelview.
    glViewport(viewPort[viewPortIndexLeft], viewPort[viewPortIndexBottom], viewPort[viewPortIndexWidth], viewPort[viewPortIndexHeight]);
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();

#ifdef USE_OPENGL_ES
    // Flush the state cache and ensure depth testing is enabled.
    glStateCacheFlush();
    glStateCacheEnableDepthTest();
#else
    // Ensure depth testing is re-enabled.
    glEnable(GL_DEPTH_TEST);
#endif
}
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JNIEXPORT void JNICALL JNIFUNCTION_NATIVE(nativeDrawFrame(JNIEnv* env, jobject obj))
{
	float width, height;
    
    if (!videoInited) {
#ifdef DEBUG
        LOGI("nativeDrawFrame !VIDEO\n");
#endif        
        return; // No point in trying to draw until video is inited.
    }
#ifdef DEBUG
    LOGI("nativeDrawFrame\n");
#endif        
    if (!gARViewInited) {
        if (!initARView()) return;
    }
    if (gARViewLayoutRequired) layoutARView();
    
    // Upload new video frame if required.
    if (videoFrameNeedsPixelBufferDataUpload) {
        arglPixelBufferDataUploadBiPlanar(gArglSettings, gVideoFrame, gVideoFrame + videoWidth*videoHeight);
        videoFrameNeedsPixelBufferDataUpload = false;
    }
    
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the buffers for new frame.
    
    // Display the current frame
    arglDispImage(gArglSettings);
    
    // Set up 3D mode.
	glMatrixMode(GL_PROJECTION);
	glLoadMatrixf(cameraLens);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
    glStateCacheEnableDepthTest();

    // Set any initial per-frame GL state you require here.
    // --->
    
    // Lighting and geometry that moves with the camera should be added here.
    // (I.e. should be specified before camera pose transform.)
    // --->
    
    VirtualEnvironmentHandleARViewDrawPreCamera();
    
    if (cameraPoseValid) {
        
        glMultMatrixf(cameraPose);
        
        // All lighting and geometry to be drawn in world coordinates goes here.
        // --->
        VirtualEnvironmentHandleARViewDrawPostCamera();
    }
        
    // If you added external OpenGL code above, and that code doesn't use the glStateCache routines,
    // then uncomment the line below.
    //glStateCacheFlush();
    
    // Set up 2D mode.
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
	width = (float)viewPort[viewPortIndexWidth];
	height = (float)viewPort[viewPortIndexHeight];
	glOrthof(0.0f, width, 0.0f, height, -1.0f, 1.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glStateCacheDisableDepthTest();

    // Add your own 2D overlays here.
    // --->
    
    VirtualEnvironmentHandleARViewDrawOverlay();
    
    // If you added external OpenGL code above, and that code doesn't use the glStateCache routines,
    // then uncomment the line below.
    //glStateCacheFlush();

#ifdef DEBUG
    // Example of 2D drawing. It just draws a white border line. Change the 0 to 1 to enable.
    const GLfloat square_vertices [4][2] = { {0.5f, 0.5f}, {0.5f, height - 0.5f}, {width - 0.5f, height - 0.5f}, {width - 0.5f, 0.5f} };
    glStateCacheDisableLighting();
    glStateCacheDisableTex2D();
    glVertexPointer(2, GL_FLOAT, 0, square_vertices);
    glStateCacheEnableClientStateVertexArray();
    glColor4ub(255, 255, 255, 255);
    glDrawArrays(GL_LINE_LOOP, 0, 4);
#endif
}
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JNIEXPORT void JNICALL JNIFUNCTION_NATIVE(nativeDrawFrame(JNIEnv* env, jobject obj, jint movieWidth, jint movieHeight, jint movieTextureID, jfloatArray movieTextureMtx))
{
	float width, height;
	
	// Get the array contents.
	//jsize movieTextureMtxLen = env->GetArrayLength(movieTextureMtx);
	float movieTextureMtxUnpacked[16];
    env->GetFloatArrayRegion(movieTextureMtx, 0, /*movieTextureMtxLen*/ 16, movieTextureMtxUnpacked);
        
    if (!videoInited) {
#ifdef DEBUG
        LOGI("nativeDrawFrame !VIDEO\n");
#endif        
        return; // No point in trying to draw until video is inited.
    }
    if (!nftDataLoaded && nftDataLoadingThreadHandle) {
        // Check if NFT data loading has completed.
        if (threadGetStatus(nftDataLoadingThreadHandle) > 0) {
            nftDataLoaded = true;
            threadWaitQuit(nftDataLoadingThreadHandle);
            threadFree(&nftDataLoadingThreadHandle); // Clean up.
        } else {
#ifdef DEBUG
            LOGI("nativeDrawFrame !NFTDATA\n");
#endif        
            return; // No point in trying to draw until NFT data is loaded.
        }
    }
#ifdef DEBUG
    LOGI("nativeDrawFrame\n");
#endif        
    if (!gARViewInited) {
        if (!initARView()) return;
    }
    if (gARViewLayoutRequired) layoutARView();
    
    // Upload new video frame if required.
    if (videoFrameNeedsPixelBufferDataUpload) {
        pthread_mutex_lock(&gVideoFrameLock);
        arglPixelBufferDataUploadBiPlanar(gArglSettings, gVideoFrame, gVideoFrame + videoWidth*videoHeight);
        videoFrameNeedsPixelBufferDataUpload = false;
        pthread_mutex_unlock(&gVideoFrameLock);
    }
    
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the buffers for new frame.
    
    // Display the current frame
    arglDispImage(gArglSettings);
    
    // Set up 3D mode.
	glMatrixMode(GL_PROJECTION);
	glLoadMatrixf(cameraLens);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
    glStateCacheEnableDepthTest();

    // Set any initial per-frame GL state you require here.
    // --->
    
    // Lighting and geometry that moves with the camera should be added here.
    // (I.e. should be specified before camera pose transform.)
    // --->
        
    // Draw an object on all valid markers.
    for (int i = 0; i < markersNFTCount; i++) {
        if (markersNFT[i].valid) {
            glLoadMatrixf(markersNFT[i].pose.T);
            
            //
            // Draw a rectangular surface textured with the movie texture.
            //
            float w = 80.0f;
            float h = w * (float)movieHeight/(float)movieWidth;
            GLfloat vertices[4][2] = { {0.0f, 0.0f}, {w, 0.0f}, {w, h}, {0.0f, h} };
            GLfloat normals[4][3] = { {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f} };
            GLfloat texcoords[4][2] = { {0.0f, 0.0f},  {1.0f, 0.0f},  {1.0f, 1.0f},  {0.0f, 1.0f} };

            glStateCacheActiveTexture(GL_TEXTURE0);

            glMatrixMode(GL_TEXTURE);
            glPushMatrix();
            glLoadMatrixf(movieTextureMtxUnpacked);
            glMatrixMode(GL_MODELVIEW);
            
            glVertexPointer(2, GL_FLOAT, 0, vertices);
            glNormalPointer(GL_FLOAT, 0, normals);
            glStateCacheClientActiveTexture(GL_TEXTURE0);
            glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
            glStateCacheEnableClientStateVertexArray();
            glStateCacheEnableClientStateNormalArray();
            glStateCacheEnableClientStateTexCoordArray();
            glStateCacheBindTexture2D(0);
            glStateCacheDisableTex2D();
            glStateCacheDisableLighting();

            glEnable(GL_TEXTURE_EXTERNAL_OES);
            glBindTexture(GL_TEXTURE_EXTERNAL_OES, movieTextureID);

            glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

            glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
            glDisable(GL_TEXTURE_EXTERNAL_OES);

            glMatrixMode(GL_TEXTURE);
            glPopMatrix();
            glMatrixMode(GL_MODELVIEW);
            //
            // End.
            //
        }
    }
    
    if (cameraPoseValid) {
        
        glMultMatrixf(cameraPose);
        
        // All lighting and geometry to be drawn in world coordinates goes here.
        // --->
    }
        
    // If you added external OpenGL code above, and that code doesn't use the glStateCache routines,
    // then uncomment the line below.
    //glStateCacheFlush();
    
    // Set up 2D mode.
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
	width = (float)viewPort[viewPortIndexWidth];
	height = (float)viewPort[viewPortIndexHeight];
	glOrthof(0.0f, width, 0.0f, height, -1.0f, 1.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glStateCacheDisableDepthTest();

    // Add your own 2D overlays here.
    // --->
    
    // If you added external OpenGL code above, and that code doesn't use the glStateCache routines,
    // then uncomment the line below.
    //glStateCacheFlush();

#ifdef DEBUG
    // Example of 2D drawing. It just draws a white border line. Change the 0 to 1 to enable.
    const GLfloat square_vertices [4][2] = { {0.5f, 0.5f}, {0.5f, height - 0.5f}, {width - 0.5f, height - 0.5f}, {width - 0.5f, 0.5f} };
    glStateCacheDisableLighting();
    glStateCacheDisableTex2D();
    glVertexPointer(2, GL_FLOAT, 0, square_vertices);
    glStateCacheEnableClientStateVertexArray();
    glColor4ub(255, 255, 255, 255);
    glDrawArrays(GL_LINE_LOOP, 0, 4);

    CHECK_GL_ERROR();
#endif
}