What's different with my lookAt and perspective calls VS gluPerspective and glLookat (cube stretched)
问题 Side note: hey everyone, if you found my question/answer helpful, please don't forget to up vote. I kind of need it... So there seems to be something different with my implementation of both matrix [projection and model] (other than the stuff I've commented out for debugging purposes). Below is a screenshot of the bug I see when drawing a cube. Keep in mind I do keep the viewport and matrix up to date with the window size and calculate screen ratio with float and not int, so don't bother