Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to ...
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 = ...
UPDATE The error here was a pretty simple one. I have missed a radian to degrees conversion. No need to read the whole thing if you have some other problem. I looked at several tutorials about this ...