viewportY = ((height - viewportH) / 2);
GL2 gl = drawable.getGL().getGL2();
gl.glViewport(viewportX, viewportY, viewportW, viewportH);
gl.glGetIntegerv(GL2.GL_VIEWPORT, viewport);//Update viewport buffer
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(viewField, aspectRatio, nearDistance, farDistance);
gl.glGetFloatv(GL2.GL_PROJECTION_MATRIX, projMatrix);//Update projection buffer