Up until now, you haven't had the concept of a camera in your code; you've only had the definition of your view frustum via
glOrthof(), like this:
gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, FRUSTUM_WIDTH, 0, FRUSTUM_HEIGHT, 1, -1);
From Chapter 6, you know that the first two parameters define the x-coordinates of the left and right edges of your frustum in the world, the next two parameters define the y-coordinates of the bottom and top edges of the frustum, and the last two parameters define the near and far clipping planes. Figure 8–19 shows that frustum again.