title: Using OpenGL to replace Canvas - Android
body: <p>I am attempting to replace the Canvas-based rendering system that I already have with the faster opengl-es surface, however, I can't seem to get an openGL renderer to conform in such a way that it acts as 2d field, rather than a perspective view. </p>
  
  <p>My current code for the renderer looks as follows:</p>
  
  <pre><code>     @Override
       public void onSurfaceChanged(GL10 gl, int width, int height) {
          gl.glViewport(0, 0, width, height);
          gl.glMatrixMode(GL10.GL_PROJECTION);
          gl.glLoadIdentity();
          gl.glOrthof(0.0f, width, 0.0f, height, 0.0f, 1.0f);
  
          gl.glShadeModel(GL10.GL_FLAT);
          gl.glEnable(GL10.GL_BLEND);
          gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
          gl.glColor4x(0x10000, 0x10000, 0x10000, 0x10000);
          gl.glEnable(GL10.GL_TEXTURE_2D);
      }
  
      @Override
      public void onSurfaceCreated(GL10 gl, EGLConfig config) {
          gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
  
          gl.glClearColor(0.5f, 0.5f, 0.5f, 1);
          gl.glShadeModel(GL10.GL_FLAT);
          gl.glDisable(GL10.GL_DEPTH_TEST);
          gl.glEnable(GL10.GL_TEXTURE_2D);
  
          gl.glDisable(GL10.GL_DITHER);
          gl.glDisable(GL10.GL_LIGHTING);
  
          gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);    
      }
  </code></pre>
  
  <p>How would I setup the renderer so that the translate transformation would match up with the pixels on the screen? (so translating 5 to the right would move it 5 pixels)</p>