Unusual Z clipping plane problem

Currently I have an OpenGL program that moves the camera backwards, to always fit a model of any size into the window. The problem is that when I move my camera too far back I get nothing. You would think that this would be due to the Z clipping plane. Problem is that this is actually calculated to be larger than the camera Z position.

Any Ideas?

I’m not sure I understand you correctly, but if you move the camera far away from the object, the object might end up beyond the far clipping plane, and thus not get rendered. Check if the distance between camera and object is greater than the distance to your far plane.