OpenGL ES Texturing question

First off I know this isn’t the place to post this, but the opengl es forum seems a bit dead. I’m trying to port some C code to run on an android device, and what I need is to draw a 2-D array of RGBA integers to the screen. These integers obviously correspond to pixels, and in C I’d do this via glDrawPixels. However in OpenGL es that doesn’t seem to be a possibility, so I’m exploring other options. My current strategy is to draw a square and apply my int array as a texture map, and I can’t seem to figure out why the code below doesn’t work. I’m following a guide I found that I’d gladly post the link to if I could, and I’m using the ClearRenderer class as outlined in an android blog post (that I’ve tried and failed to link 3 times now.)

I hate to just throw my code at you and expect results, but I’m pretty stumped. I’m open to any suggestions re: getting these integers on the screen, but this texturing route is all I can think of. In the code below the array is 200x200, and rather than use an int array I must use Java’s ByteBuffer class. The image is completely red at the moment, though all I see on the screen is a black square.

class ClearRenderer implements GLSurfaceView.Renderer {
        private FloatBuffer coords;
        private FloatBuffer texCoords;
        private ByteBuffer PXA;
        private IntBuffer tex;
        public ClearRenderer(){
                float[] coords = {
                                0f, 1f, 0f,
                                1f, 1f, 0f,
                                0f, 0f, 0f,
                                1f, 0f, 0f,
                float[] texC = {
                0f, 0f,                                
                1f, 0f,
                0f, 1f,
                1f, 1f
                this.coords = makeFloatBuffer(coords);
                this.texCoords = makeFloatBuffer(texC);
                //Allocate enough space for a 200x200 array of ints
                this.PXA = ByteBuffer.allocateDirect(200*200*4);
                //Just fill it with red to test
                while (this.PXA.hasRemaining())
                //Return to start of buffer
                //We only need one int here
                this.tex = IntBuffer.allocate(1);
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        GLU.gluOrtho2D(gl, -5f, 5f, -5f, 5f);
        gl.glGenTextures(1, this.tex);
    public void onDrawFrame(GL10 gl) {
        gl.glClearColor(0f, 0f, 0f, 1f);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, this.tex.get(0));
        gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, 200, 200, 0, GL10.GL_RGBA,         GL10.GL_UNSIGNED_BYTE, PXA);
        gl.glVertexPointer(3, GL10.GL_FLOAT, 0, this.coords);
        gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, this.texCoords);
        gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
        private FloatBuffer makeFloatBuffer(float[] arr){
                ByteBuffer bb = ByteBuffer.allocateDirect(arr.length*4);
                FloatBuffer fb = bb.asFloatBuffer();
                return fb;

Hey all, if anyone cares I found the answer to my question here:

Thanks to Lizzard for the help