gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, spaceshipTex.getTextureObject(gl));
int explosionLoc = gl.glGetUniformLocation(shaderProgram.program(), "explosionTex");
gl.glUniform1i(explosionLoc, 1);
gl.glActiveTexture(GL.GL_TEXTURE0 + 1);
gl.glBindTexture(GL.GL_TEXTURE_2D, explosionTex.getTextureObject(gl));
vertices.clear();
colors.clear();
final FloatBuffer verticesb = (FloatBuffer) vertices.getBuffer();