I started drawing my Quad, but when I started playing with the vertices, I noticed that the X-coordinates were inverted. Here is an image to show what I mean:

Here are my peaks - the indices and texture coordinates, which I really don't need to show.
static final int COORDS_PER_VERTEX = 3; static float positionCoords[] = { -0.5f, 0.5f, 0.0f,
And here I change the Projection and View Matrices.
public void onSurfaceChanged(GL10 naGl, int width, int height) { Log.d(TAG, "GL Surface Changed - Setting Up View"); GLES20.glViewport(0, 0, width, height); float ratio = (float) width / height; Matrix.frustumM(ProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7); Matrix.setLookAtM(ViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); }
Why would this be reversed. I also thought that my camera could be behind the object, so in the three-dimensional space on the left it will be positive if I am behind the object.