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My triangle disappears when multiplaying by my perspective projection matrix

Whenever I multiply my transformation matrix, which is passed to the shader via constant buffer, my triangle disappears. Here is the code for the passed matrix: ...
Marcin Poloczek's user avatar
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Why are the vertices from a mesh not transforming using a camera?

I am able to use a camera class to change the view and rotation of a simple quad, so I know it works, but when I move on to a more advanced geometry, such as a mesh, I am unable to affect the ...
adrotter's user avatar
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Perspective projection matrix with a non-orthogonal near plane

I'm trying to figure out a way to provide such a perspective projection matrix to a shader that the "near" plane wouldn't necessarily be orthogonal to the camera vector. More specifically, I'm ...
user3139876's user avatar