Hi,
I'm came over a problem which I can't figure out. I want to move the camera position but nothing happens. I looked over some code examples but I still have no idea whats going wrong. Could somebody give me a hint? =/
Thanks. =)
Code :
void MainWindow::display()
{
    glUseProgram(program);
 
    //setup model matrix
    glm::mat4 model = glm::mat4(1.0f);
    model *= glm::mat4(1.0f);
 
    //setup view matrix
    glm::mat4 view = glm::mat4(1.0f);
    view *= glm::lookAt(glm::vec3(0.0f, 0.0f, 10.0f),  //eye
                        glm::vec3(0.0f, 0.0f, 0.0f),   //center
                        glm::vec3(0.0f, 1.0f, 0.0f));  //up-vector
 
    //setup projection matrix - [fovy, aspect, zNear, zFar]
    glm::mat4 projection = glm::mat4(1.0f);
    projection *= glm::perspective(45.0f, 1.0f, 0.1f, 20.0f);
 
    //calculate matrix
    glm::mat4 vertrexTransform = projection * view * model;
 
    //send our matrices to the shader
    glUniformMatrix4fv(glGetUniformLocation(program, uniform_mvp), 1, GL_FALSE, glm::value_ptr(vertrexTransform));
 
    glClearColor(0.0, 0.0, 0.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnableVertexAttribArray(verticesLocation);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glDrawArrays(GL_TRIANGLES, 0, 3);
    glDisableVertexAttribArray(verticesLocation);
    glutSwapBuffers();
}

GLSL:
Code :
#version 330
in vec3 vertices;
uniform mat4 ModelViewProjectionMatrix;
void main(void)
{
    gl_Position = ModelViewProjectionMatrix * vec4(vertices, 1.0);
}