public static void gluPerspective(GL10 gl,double fovy,double aspect,double zNear,double zFar){
  double top=zNear * Math.tan(fovy * (Math.PI / 360.0));
  double bottom=-top;
  double left=bottom * aspect;
  double right=top * aspect;
  gl.glFrustumf((float)left,(float)right,(float)bottom,(float)top,(float)zNear,(float)zFar);
}

public static void gluPerspective ( GL10 gl , double fovy , double aspect , double zNear , double zFar ) { double top = zNear * Math . tan ( fovy * ( Math . PI / 360.0 ) ) ; double bottom = - top ; double left = bottom * aspect ; double right = top * aspect ; gl . glFrustumf ( ( float ) left , ( float ) right , ( float ) bottom , ( float ) top , ( float ) zNear , ( float ) zFar ) ; }
set up a perspective projection matrix
