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gl.glViewport(0, 0, screen_width, screen_height); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); //set background to black gl.glClearDepthf(1.0f); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_PROJECTION); // Change PROJECTION matrix gl.glLoadIdentity(); float aspect_ratio = (float) screen_width / screen_height; GLU.gluPerspective(gl, 67, aspect_ratio, 1, 100); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_MODELVIEW); // Change MODELVIEW matrix gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, 20, 0, 0, 0, 0, 1, 0); // make triangle with vertices (-2,0,0), (2,0,0), and (0,.5,0) float[] vertices = { -2f, 0, 0, 2f, 0, 0, 0, .5f, 0 }; ByteBuffer buffer = ByteBuffer.allocateDirect(vertices.length * 4); buffer.order(ByteOrder.nativeOrder()); FloatBuffer vertex_buffer = buffer.asFloatBuffer(); for (int i = 0; i < 9; i++) { vertex_buffer.put(vertices[i]); } gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertex_buffer); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisable(GL10.GL_DEPTH_TEST);