public void onSurfaceChanged(GL10 glUnused, int width, int height) { // Set the OpenGL viewport to the same size as the surface. gl.viewport(0, 0, width, height); // Create a new perspective projection matrix. The height will stay the same // while the width will vary as per aspect ratio. float ratio = (float)width / height; float left = -ratio; float right = ratio; float bottom = -1.0f; float top = 1.0f; float near = 1.0f; float far = 10.0f; Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far); }