
Originally Posted by
Alfonse Reinheart
It's not a problem; it's just clip space.
Assuming your vertex shader is not doing any perspective projection, your gl_Position W coordinates will be 1.0. So you're effectively using an orthographic projects. So the object isn't supposed to appear to move based on the Z.
However, once you exceed the boundaries of clip-space (which is +/- W in all three axes. And since W is 1.0...), the triangle won't be rendered. None of the triangle is within the clip-space volume, and thus none of it will be visible.
How you "solve the problem" depends entirely on what you want to have happen. Which you have not explained.