GL10.GL_CLAMP_TO_EDGE);
}
// Setup GL state
gl.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
gl.glDisable(GL10.GL_DITHER);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);