title: OpenGL and Qt 5.5: glm::perspective doesnt work
body: <p>I have made the following perspective matrix to isolate the problem to the glm perspective function:</p>
  
  <pre><code>QMatrix4x4 proj (1.f, 0.f, 0.f, 0.f,
                   0.f, 1.f, 0.f, 0.f,
                   0.f, 0.f, 1.f, 0.0f,
                   0.f, 0.f, 1.1f, 1.f);
  </code></pre>
  
  <p>This works and produces an image. However, when trying to use glm to construct the perspective matrix as so:</p>
  
  <pre><code>glm::mat4 proj;
  proj = glm::perspective(
              glm::radians(80.0f),
              1.0f,
              0.0f,
              2.0f
         );
  </code></pre>
  
  <p>Nothing comes up.</p>
  
  <p>I was under the impression that when putting <code>0.0f, 2.0f</code> into the near plane, far plane arguments, any vertex coordinate in the range 0.0f-2.0f was linearly interpolated into the coordinate system -1.0f to 1.0f to be used as normalized device coordinates. However, no matter which pair of values I put here, nothing is rendered.</p>
  
  <p>Here's the coordinates im trying to draw:</p>
  
  <pre><code>rawverts = {
      0.0f, 0.0f, 1.0f,
      0.0f, 0.7f, 1.0f,
      0.4f, 0.0f, 1.0f,
      0.0f, -0.7f, 1.0f,
      -0.4f, 0.0f, 1.0f
  };
  </code></pre>
  
  <p>and when passing the projection matrix to the vertex shader:</p>
  
  <pre><code>int projIndex = shaders-&gt;uniformLocation("proj");
  ...
  shaders-&gt;setUniformValue(projIndex, QMatrix4x4(glm::value_ptr(proj)) );
  </code></pre>
  
  <p>The vertex shader itself:</p>
  
  <pre><code>#version 330 core
  
  in vec3 vertex;
  
  uniform mat4 translate;
  uniform mat4 view;
  uniform mat4 proj;
  
  uniform float time;
  uniform float aspect;
  uniform vec2 resolution;
  
  void main() {
      gl_Position = proj * view * translate * vec4(vertex, 1);
  }
  </code></pre>