0
        } 
    } 
 
    /* Called when the size of the window changes. */ 
    public void sizeChanged(GL10 gl, int width, int height) {
        gl.glViewport(0, 0, width, height);
 
        /* 
         * Set our projection matrix. This doesn't have to be done each time we 
         * draw, but usually a new projection needs to be set when the viewport 
         * is resized. 
         */ 
        gl.glMatrixMode(GL10.GL_PROJECTION);
        gl.glLoadIdentity();
        gl.glOrthof(0.0f, width, 0.0f, height, 0.0f, 1.0f);
         
        gl.glShadeModel(GL10.GL_FLAT);
        gl.glEnable(GL10.GL_BLEND);
        gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
        gl.glColor4x(0x10000, 0x10000, 0x10000, 0x10000);
        gl.glEnable(GL10.GL_TEXTURE_2D);
    } 
 
    /** 
     * Called whenever the surface is created.  This happens at startup, and 
     * may be called again at runtime if the device context is lost (the screen 
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