docs: public void applyCamera(GL2 gl) {
      // Setup projection.
      gl.glMatrixMode(GL2.GL_PROJECTION);
      gl.glLoadIdentity();
      glu.gluPerspective(45f, // fov,
          width / (float) height, // ratio
          0.f, 10.f); // near, far clipping
      eye[0] = (float) Math.sin(theta) * 2.f;
      eye[1] = .5f;
      eye[2] = (float) Math.cos(theta) * 2.f;
      glu.gluLookAt(eye[0], eye[1], eye[2], // eye
          .0f, .0f, 0.f, // center
          0.f, 1.f, 0.f); // up
  
      gl.glMatrixMode(GL2.GL_MODELVIEW);
      gl.glLoadIdentity();
  
      gl.glViewport(0, 0, width, height);
    }