Androidのopengl es 2でテクスチャを描画する際に約3日間問題があり、すべての調査が行き詰まりにつながった後、最終的に助けるべきだと判断しました。問題は、テクスチャが実際の画像ではなく、黒い四角形として描画されることです。
public class Sprite 
{
    private static final Shader spriteShader = ShaderManager.getInstance().getShader(1);
    private static final short[] drawOrder = { 0, 1, 2, 0, 2, 3 };
    private static ShortBuffer drawListBuffer;
    static 
    {
        ByteBuffer bb = ByteBuffer.allocateDirect(drawOrder.length * 2);
        bb.order(ByteOrder.nativeOrder());
        drawListBuffer = bb.asShortBuffer();
        drawListBuffer.put(drawOrder);
        drawListBuffer.position(0);     
    }
    private Context m_context;
    private int m_textureId = 0;
    private FloatBuffer m_vertexBuffer;
    private float[] m_coords = 
        {
            -0.5f,  0.5f, 0.0f, // Position 0
             0.0f,  0.0f, // TexCoord 0
            -0.5f, -0.5f, 0.0f, // Position 1
             0.0f,  1.0f, // TexCoord 1
             0.5f, -0.5f, 0.0f, // Position 2
             1.0f,  1.0f, // TexCoord 2
             0.5f,  0.5f, 0.0f, // Position 3
             1.0f,  0.0f // TexCoord 3
        };
    public Sprite(Context context)
    {
        m_context = context;
        ByteBuffer bb = ByteBuffer.allocateDirect(m_coords.length * 4);
        bb.order(ByteOrder.nativeOrder());
        m_vertexBuffer = bb.asFloatBuffer();
        m_vertexBuffer.put(m_coords);
        m_vertexBuffer.position(0);
    }
    public void initialize(String file)
    {
        InputStream inputStream = null;
        try 
        {
            inputStream = m_context.getAssets().open(file);
            m_textureId = loadTexture(inputStream);
        } 
        catch (IOException e) 
        {}
        finally
        {
            Util.closeStream(inputStream);
        }
    }
    public void draw()
    {
        spriteShader.use();
        int position = spriteShader.getAttribLocation("vPosition");
        int textureCoords = spriteShader.getAttribLocation("aTexCoords");
        int texture = spriteShader.getUniformLocation("uTexture");
        m_vertexBuffer.position(0);
        GLES20.glVertexAttribPointer(position, 3, GLES20.GL_FLOAT, false, 20, m_vertexBuffer);
        Util.checkGlError("vertex pointer poistion");
        m_vertexBuffer.position(3);
        GLES20.glVertexAttribPointer(textureCoords, 2, GLES20.GL_FLOAT, false, 20, m_vertexBuffer);
        Util.checkGlError("vertex pointer textureCoords");
        GLES20.glEnableVertexAttribArray(position);
        GLES20.glEnableVertexAttribArray(textureCoords);
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        Util.checkGlError("active trexture");
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureId);
        Util.checkGlError("bind texture");
        GLES20.glUniform1i(texture, 0);
        Util.checkGlError("uniform1i");
        GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
        Util.checkGlError("drawelements");
    }
    private int loadTexture(InputStream inputStream)
    {
        int[] texture = new int[1];
        GLES20.glGenTextures(1, texture, 0);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); 
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
        Bitmap bitmap = BitmapFactory.decodeStream(inputStream);
        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
        bitmap.recycle();
        return texture[0];
    }
}
頂点シェーダー
attribute vec2 aTexCoords;
attribute vec4 vPosition;
varying vec2 vTexCoords;
void main()
{
vTexCoords = aTexCoords;
gl_Position = vPosition;
}
フラグメントシェーダー
precision mediump float;
uniform sampler2D uTexture;
varying vec2 vTexCoords;
void main()
{
gl_FragColor = texture2D(uTexture, vTexCoords);
}