Im just moving to the modern OpenGL. I set up the view-matrix(without projection) and it works OK. I added a minimalist projection matrix and it also works fine.
Code :
        GLfloat projection_matrix[16] =                {                    1.0, 0.0,  0.0, 0.0,                    0.0, 1.0,  0.0, 0.0,                    0.0, 0.0,  1.0, 1.0,                    0.0, 0.0,  0.0, 0.0                };
Then Ive tried to use a proper matrix and its not working out. That means, as I move the camera the movement and rotation seem like its mirrored.(I use a 90.0 perspective angle and 1.0 aspect ratio, to keep it simple.)
Code :
    float        n = 0.5,        f = 100.0,        w2 = 0.5,       //width  / 2        h2 = 0.5;       //height / 2        GLfloat projection_matrix[16] =                {                    n/w2,   0.0,    0.0,             0.0,                    0.0,    n/h2,   0.0,             0.0,                    0.0,    0.0,    -((f+n)/(f-n)), -1.0,                    0.0,    0.0,    -(2*f*n)/(f-n),  0.0                };
I got it from here: http://www.songho.ca/opengl/gl_projectionmatrix.html...but its the same in the OGL Programming Guide 8th, so I guess it should be correct.This is the shader source BTW:
Code :
#version 330 corelayout(location = 0) in vec3 vertex_pos;uniform mat4 V_trans;uniform mat4 V_rot;uniform mat4 P;void main(){    vec4 pos_HOM = vec4( vertex_pos, 1);	gl_Position = P * (V_rot * V_trans) * pos_HOM;}
Im also wondering how can I set the near and far planes, ....as gluPerspective is for the "old" openGL I guess.Thanks!