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public float xrot; public float yrot; public float camZ; public ModelRenderer(final Model pModel) { super(); this.model = pModel; this.xrot = 0; this.yrot = 0; this.camZ = 3; } public void onSurfaceCreated(final GL10 pGl, final EGLConfig pConfig) { // Enabling the states... pGl.glEnable(GL10.GL_DEPTH_TEST); pGl.glEnableClientState(GL10.GL_VERTEX_ARRAY); pGl.glEnableClientState(GL10.GL_COLOR_ARRAY); pGl.glShadeModel(GL10.GL_SMOOTH); } public void onSurfaceChanged(final GL10 pGl, final int pWidth, final int pHeight) { pGl.glViewport(0, 0, pWidth, pHeight); // Setup project matrix pGl.glMatrixMode(GL10.GL_PROJECTION); pGl.glLoadIdentity(); GLU.gluPerspective(pGl, 45.0f, (float) pWidth / pHeight, 1f, 200f); } public void onDrawFrame(final GL10 pGl) { pGl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); pGl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); pGl.glMatrixMode(GL10.GL_MODELVIEW); pGl.glLoadIdentity(); GLU.gluLookAt(pGl, 0, 0, this.camZ, 0, 0, 0, 0, 1, 0); Buffer vertices = this.model.getVertices(); pGl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertices); Buffer colors = this.model.getColors(); pGl.glColorPointer(4, GL10.GL_FLOAT, 0, colors); pGl.glRotatef(this.xrot, 1, 0, 0); pGl.glRotatef(this.yrot, 0, 1, 0); pGl.glDrawElements(GL10.GL_TRIANGLES, this.model.getFacesCount(), GL10.GL_UNSIGNED_SHORT, this.model.getFaces()); }