I'm getting back into OpenGL graphics programming and I'm having trouble with projection matrices when it comes to the z near and z far values. They don't work how I thought they would, so I think I'm doing something wrong.
Starting off simple I have a default out of the box OpenGL 3.3 context. I am drawing a red square using a vertex buffer / index buffer and I am passing a single matrix setup as a orthographic projection to my shaders that acts as the MVP matrix.
The red square does show on the screen …