If I apply world_to_camera, perspective and camera_to_screen to my mesh, everything is okay. But if I premultiply given matrices (i.e. transform = world_to_camera * perpective * camera_to_screen) ...
I have seen at least 3 different ways to calculate the perspective matrix and I'm confused as to which one I should be using and what the differences are? OpenGL says to do it this way: f = ...