title: Multiple OpenGL ES 2 Android Renders
body: <p>Is it possible to have multiple renders displaying at one time on a screen?  Like split an android screen into 4 quadrants and on each quadrant display a cube?  I see it possible for OpenGL but that's GLUT and is windows based.  I am looking into how to do it for android but i haven't come across anything describing that yet.  Here's my main activity that creates the render.</p>
  
  <pre><code>public class MainActivity extends Activity
  {
  
      private MyGLSurfaceView mGLView;
  
      @Override
      public void onCreate(Bundle savedInstanceState)
      {
          super.onCreate(savedInstanceState);
  
          // Create a GLSurfaceView instance and set it
          // as the ContentView for this Activity
  
          // "this" is the reference to activity
          mGLView = new MyGLSurfaceView(this);
          setContentView(mGLView);
      }
  
      @Override
      protected void onPause()
      {
          super.onPause();
          // The following call pauses the rendering thread.
          // If your OpenGL application is memory intensive,
          // you should consider de-allocating objects that
          // consume significant memory here.
          mGLView.onPause();
      }
  
      @Override
      protected void onResume()
      {
          super.onResume();
          // The following call resumes a paused rendering thread.
          // If you de-allocated graphic objects for onPause()
          // this is a good place to re-allocate them.
          mGLView.onResume();
      }
  }
  
  class MyGLSurfaceView extends GLSurfaceView
  {
  
      private final MyGLRenderer mRenderer;
      Context context;
  
      public MyGLSurfaceView(Context context)
      {
          super(context);
  
          this.context = context;
          // Create an OpenGL ES 2.0 context.
          setEGLContextClientVersion(2);
  
          // Set the Renderer for drawing on the GLSurfaceView
          Log.d("Test", "GL initialized");
          mRenderer = new MyGLRenderer(context);
          setRenderer(mRenderer);
  
          // Render the view only when there is a change in the drawing data
          setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
      }
  }
  </code></pre>