FYI, the OpenGL|ES reference manual contains a typo in glFrustum.

According to the ES spec the transformation matrix elements M(1,1) and M(2,2) are:
2 / (right - left)
2 / (top - bottom)

They should be:
(2 * near) / (right - left)
(2 * near) / (top - bottom)

Link : http://www.khronos.org/opengles/docu...glFrustum.html