Hi. I've just started learning gamedev (in particular android EGL based) and have ran over a code from Pro Android Games 2 that looks as follows:
  /*  * Copyright (C) 2007 Google Inc. 
  *  * Licensed under the Apache License, Version 2.0 (the "License"); 
  * you may not use this file except in compliance with the License.  * You
  may obtain a copy of the License at  *
  *      http://www.apache.org/licenses/LICENSE-2.0
  *  * Unless required by applicable law or agreed to in writing, software  *
  distributed under the License is
  distributed on an "AS IS" BASIS,  *
  WITHOUT WARRANTIES OR CONDITIONS OF
  ANY KIND, either express or implied. 
  * See the License for the specific language governing permissions and  *
  limitations under the License.  */
  
  package opengl.scenes.cubes;
  
  import java.nio.ByteBuffer; import
  java.nio.ByteOrder; import
  java.nio.IntBuffer;
  
  import javax.microedition.khronos.opengles.GL10;
  
  public class Cube {
public Cube(){
    int one = 0x10000;
    int vertices[] = {
            -one, -one, -one,
            one, -one, -one,
            one,  one, -one,
            -one,  one, -one,
            -one, -one,  one,
            one, -one,  one,
            one,  one,  one,
            -one,  one,  one,
    };
    int colors[] = {
            0,    0,    0,  one,
            one,    0,    0,  one,
            one,  one,    0,  one,
            0,  one,    0,  one,
            0,    0,  one,  one,
            one,    0,  one,  one,
            one,  one,  one,  one,
            0,  one,  one,  one,
    };
    byte indices[] = {
            0, 4, 5,    0, 5, 1,
            1, 5, 6,    1, 6, 2,
            2, 6, 7,    2, 7, 3,
            3, 7, 4,    3, 4, 0,
            4, 7, 6,    4, 6, 5,
            3, 0, 1,    3, 1, 2
    };
    // Buffers to be passed to gl*Pointer() functions
    // must be direct, i.e., they must be placed on the
    // native heap where the garbage collector cannot vbb.asIntBuffer()
    // move them.
    //
    // Buffers with multi-byte datatypes (e.g., short, int, float)
    // must have their byte order set to native order
    ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
    vbb.order(ByteOrder.nativeOrder());
    mVertexBuffer = vbb.asIntBuffer();
    mVertexBuffer.put(vertices);
    mVertexBuffer.position(0);
    ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
    cbb.order(ByteOrder.nativeOrder());
    mColorBuffer = cbb.asIntBuffer();
    mColorBuffer.put(colors);
    mColorBuffer.position(0);
    mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
    mIndexBuffer.put(indices);
    mIndexBuffer.position(0);
}
public void draw(GL10 gl)
{
    gl.glFrontFace(GL10.GL_CW);
    gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer);
    gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer);
    gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer);
}
private IntBuffer   mVertexBuffer;
private IntBuffer   mColorBuffer;
private ByteBuffer  mIndexBuffer;}
So it suggests to draw a cube using triangles. My question is: can I draw the same cube using GL_TPOLYGON? If so, isn't that an easier/more understandable way to do things?