Camera view projection issue I made a simple OpenGL program but I can figure out why the camera is not working, here it's a little fragment of the Camera class public Matrix4f getView() initializes the view matrix return new Matrix4f().lookAt( new Vector3f(0f, 0f, 1f), camera position at 0,0,1 new Vector3f(0f, 0f, 0f), camera target at 0,0,0 new Vector3f(0f, 1f, 0f)) up axis set to "worldUp" (0,1,0) public Matrix4f getProjection() return new Matrix4f().perspective( (float) Math.toRadians(fieldOfView), the fov has a value between 0f and 180f, by default I set it to 90 viewportAspectRatio, the aspect ratio is equal to 1024 960 (screen height screen width)... even if I've not understood what is it... 0.1f, 1000f) I've not really understood what near and far planes are... public Matrix4f getMatrix() with this function I obtain the final camera matrix return getView().mul(getProjection()) And it's how I handle the camera Matrix in GLSL, created using camera.getMatrix() gl Position camera model vec4(position, 1.0) Without the camera all is fine here's the program running using gl Position model vec4(position, 1.0) (Yeah, it's a cube) But using the camera in the way I showed you before, increasing the FOV, I get this Could anyone look at my code and tell me where I'm wrong? I would be really happy... D