I started drawing my Quad but when I started playing around with the Vertices I noticed that the X Coordinates are flipped. Heres a picture to show what I mean:

Here are my Vertices – Indices and Texture Coordinates which I don’t really have to show.
static final int COORDS_PER_VERTEX = 3;
static float positionCoords[] = {
-0.5f, 0.5f, 0.0f, // top left
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, // bottom right
0.5f, 0.5f, 0.0f }; // top right
static final int COORDS_PER_TEXTURE = 2;
static float textureCoords[] = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f, };
private final short indices[] = { 0, 1, 2 };
And this is where 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 it be drawn ‘backwards’. I also thought that my Camera might be behind the object so that in 3 dimensional space left would be positive if I’m behind the object.
You are indeed looking at the object from the reverse side.
Your lookAt function is placing the eye at (0,0,-3), and the lookAt point at (0, 0, 0). By default the negative z axis points into the screen, but you’re looking at it from the reverse direction (towards the positive z axis).
You should have your eye at (0,0,3) looking toward (0,0,0) to get the view that you expect.
You may find this chapter of the Red Book informative.