final GL11 gl = (GL11) renderer;
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Set up the perspective projection
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLUtils.gluPerspective(gl, 45.0f, _aspect, 0.15f, 1000.0f);
// Set up the local modelview transform and render it
gl.glMatrixMode(GL10.GL_MODELVIEW);