public void onDrawFrame(GL10 gl) { // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); Log.i("MyGLRenderer", "MyGLRenderer : onDrawFrame() - Starting to set camera position"); float[] mViewMatrix = new float[16]; // Set the camera position (View matrix) Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); float[] mMVPMatrix = new float[16]; // Calculate the projection and view transformation Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0); Log.i("MyGLRenderer", "MyGLRenderer : onDrawFrame() - Drawing ClientSide"); float[] scratch = new float[16]; // Create a rotation transformation for the triangle long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); Matrix.setRotateM(mRotationMatrix, 0, angle, 0, 0, -1.0f); // Combine the rotation matrix with the projection and camera view // Note that the mMVPMatrix factor *must be first* in order // for the matrix multiplication product to be correct. Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0); // Draw triangle mTriangle.draw_ClientSide(scratch); }