protected void drawSetup() { // View frustrum if (_scene.camera().frustum.isDirty()) { updateViewFrustrum(); } // Camera _gl.glMatrixMode(GL10.GL_MODELVIEW); _gl.glLoadIdentity(); GLU.gluLookAt( _gl, _scene.camera().position.x, _scene.camera().position.y, _scene.camera().position.z, _scene.camera().target.x, _scene.camera().target.y, _scene.camera().target.z, _scene.camera().upAxis.x, _scene.camera().upAxis.y, _scene.camera().upAxis.z); // Background color if (_scene.backgroundColor().isDirty()) { if (_scene.backgroundTransparent() == true) _gl.glClearColor(0, 0, 0, 0); else _gl.glClearColor( (float) _scene.backgroundColor().r() / 255f, (float) _scene.backgroundColor().g() / 255f, (float) _scene.backgroundColor().b() / 255f, (float) _scene.backgroundColor().a() / 255f); _scene.backgroundColor().clearDirtyFlag(); } _gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); drawSetupLights(); // Always on: _gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); }