I am rendering bunch of cubes of unit size, but for some reason they look like they are squeezed a bit in the screen-space y axis. Why is this?
My projection matrix:
Projection = Matrix4.CreatePerspectiveFieldOfView (fovy, width / height, zNear, zFar);
My view matrix:
View = Matrix4.LookAt (position, position + Direction, up);
My Model matrix:
Matrix4 modelMatrix = Matrix4.CreateTranslation(new Vector3(chunkPos.X * 32, chunkPos.Y * 32, chunkPos.Z * 32));
Here's how I form the MVP matrix:
ViewProjection = View * Projection; ModelViewProjection = Model * ViewProjection;
And finally the vertex shader:
gl_Position = mMVP * vertex;
Screenshots displaying the problem:
I tried to fix the problem by adding a y-axis scale of 1.5 to my View matrix, and it seems it helped a bit with the problem. The result:
I want to understand why I have to scale it this way. I thought the aspect ratio I give to the CreatePerspectiveFieldOfView would do this correction for me.