# OpenGL rendering looks squeezed

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;


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:

## The question

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.