if (height == 0) height = 1; // prevent divide by zero
float aspect = (float)width / height;
// Set the view port (display area) to cover the entire window
gl.glViewport(0, 0, width, height);
// Setup perspective projection, with aspect ratio matches viewport
gl.glMatrixMode(GL_PROJECTION); // Choose projection matrix
gl.glLoadIdentity(); // reset projection matrix
glu.gluPerspective(45.0, aspect, 0.1, 100.0); // fovy, aspect, zNear, zFar