public void applyCamera(GL2 gl){
  gl.glMatrixMode(GL2.GL_PROJECTION);
  gl.glLoadIdentity();
  glu.gluPerspective(45f,width / (float)height,0.f,10.f);
  eye[0]=(float)Math.sin(theta) * 2.f;
  eye[1]=.5f;
  eye[2]=(float)Math.cos(theta) * 2.f;
  glu.gluLookAt(eye[0],eye[1],eye[2],.0f,.0f,0.f,0.f,1.f,0.f);
  gl.glMatrixMode(GL2.GL_MODELVIEW);
  gl.glLoadIdentity();
  gl.glViewport(0,0,width,height);
}

public void applyCamera ( GL2 gl ) { gl . glMatrixMode ( GL2 . GL_PROJECTION ) ; gl . glLoadIdentity ( ) ; glu . gluPerspective ( 45f , width / ( float ) height , 0.f , 10.f ) ; eye [ 0 ] = ( float ) Math . sin ( theta ) * 2.f ; eye [ 1 ] = .5f ; eye [ 2 ] = ( float ) Math . cos ( theta ) * 2.f ; glu . gluLookAt ( eye [ 0 ] , eye [ 1 ] , eye [ 2 ] , .0f , .0f , 0.f , 0.f , 1.f , 0.f ) ; gl . glMatrixMode ( GL2 . GL_MODELVIEW ) ; gl . glLoadIdentity ( ) ; gl . glViewport ( 0 , 0 , width , height ) ; }
apply the camera settings .
