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// Reset projection matrix: gl.glMatrixMode (GL10.GL_PROJECTION); gl.glLoadIdentity (); // Then change render type to orthogonal to prevent perspective using real screen size (1 pixel = 1 unit) gl.glOrthof (0f, screenW, screenH, 0f, 0f,1f); // Reset modelview gl.glMatrixMode (GL10.GL_MODELVIEW); gl.glLoadIdentity (); // And at last, I eliminate DEPH TEST to prevent triangle ordering gl.glDisable(GL10.GL_DEPTH_TEST);