OpenGL 4.2 LookAt matrix only works with -z value for eye position
问题 I am trying to understand and apply modern OpenGL matrix transformations. I already read a lot of different sources but I am not sure what I am actually doing wrong. The issue I have is also commented in the code: If I set the eye coordinates of the Matrix4.LookAt to a z value that is greater or equal 0 or lower -2 the triangle is not visible anymore. Can someone explain why? As far as I understood the method the triangle should just be visible just from the other side (explicitly disabling