title: OpenGL ES 2.0 Camera Issues
body: <p>I'm working with Android and OpenGL ES 2.0 and I am having an issue that I can't really formulate into a solid question.  In the image, <a href="http://i.imgur.com/XuCHF.png" rel="nofollow">http://i.imgur.com/XuCHF.png</a>, I basically have a shape to represent a ship in the middle and when it's moved to the side it gets stretched toward the vanishing point.  What I am wanting to accomplish is to have the ship maintain most of its shape when it is moved.  I believe it may be due to my matrices but every resource I've looked seems to use the same method.</p>
  
  <pre><code>//Setting up the projection matrix
  final float ratio = (float) width / height;
  final float left = -ratio;
  final float right = ratio;
  final float bottom = -1.0f;
  final float top = 1.0f;
  final float near = 1.0f;
  final float far = 1000.0f;
  Matrix.frustumM(projection_matrix, 0, left, right, bottom, top, near, far);
  
  //Setting the view matrix
  Matrix.setLookAtM(view_matrix, 0, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f);
  
  //Setting the model matrix
  Matrix.setIdentityM(model_matrix, 0);
  Matrix.translateM(model_matrix, 0, 2f, 0f, 0f);
  
  //Setting the model-view-projection matrix
  Matrix.multiplyMM(mvp_matrix, 0, view_matrix, 0, model_matrix, 0);
  Matrix.multiplyMM(mvp_matrix, 0, GL.projection_matrix, 0, mvp_matrix, 0);
  GLES20.glUniformMatrix4fv(mvp_matrix_location, 1, false, mvp_matrix, 0);
  </code></pre>
  
  <p>The shaders are very basic as well:</p>
  
  <pre><code>private final static String vertex_shader = 
        "uniform mat4 u_mvp_matrix;"
      + "attribute vec4 a_position;"
      + "void main()"
      + "{"
      + "  gl_Position = u_mvp_matrix * a_position;"
      + "}";
  
  private final static String fragment_shader = 
         "precision mediump float;"
       + "void main()"
       + "{"
       + "  gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);"
       + "}";
  </code></pre>
  
  <p>Any thoughts/insight is greatly appreciated.</p>
  
  <p>Thanks.</p>