Projection Matrix problem

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.

        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.)

    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:

#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!

Sorry, I copy-pasted the text and it got messed up. Strange

Have a look at ClanLib/mat4.h at master · sphair/ClanLib · GitHub (header) ClanLib/mat4.cpp at master · sphair/ClanLib · GitHub (source) used for the Clanlib : Situs Judi Mpo Slot Online Terpercaya - ClanLib SDK
They generate the matrices in an OpenGL friendly way. Other libraries that do the same thing are freely available

Then edit it. Or if the edit window has expired, post a new message with legible 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                };

    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                };

#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;}

Its not working. I give up.