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public class OpenGLRenderer extends GLSurfaceView implements Renderer { private Context context; private int swidth; private int sheight; public OpenGLRenderer (Context context) { super(context); //Set this as Renderer this.setRenderer(this); this.context = context; } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Load up the textures we will use in this project loadTextures(gl); // Create the lights createLights(gl); // Do the one time gl initialization stuff glInit(gl); // Initialize all game objects loadObjects(gl); } public void onSurfaceChanged(GL10 gl, int width, int height) { swidth = width; sheight = height; // Setup the projection matrix setStandardProjection2(gl); } public void glInit(GL10 gl) { // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } public void setStandardProjection2(GL10 gl) { // Sets the current view port to the new size. gl.glViewport(0, 0, swidth, sheight); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); float gheight = 2; float z=16; float near=4; float far=z+z-near; float height = (gheight*near)/z; //float height = (gheight*near)/(2*((z-near)/2+near)); float ratio = (float)swidth/(float)sheight; float width = height*ratio; // Create the frustum view gl.glFrustumf(-width, width, -height, height, near, far); // Look at the origin GLU.gluLookAt(gl, 0, 0, 16, 0, 0, 0, 0, 1, 0); } }