Can anyone understand what is happening here?

At the min I am taking the Projection matrix * Transform (Translate, rotate, scale) and passing to the Vertex shader to multiply the Vertices by it.

void Matrix4f::InitOrthoProjTransform(float left, float right, float top, float bottom, float zNear, float zFar)

{

m[0][0] = 2 / (right - left);

m[0][1] = 0;

m[0][2] = 0;

m[0][3] = 0;

m[1][0] = 0;

m[1][1] = 2 / (top - bottom);

m[1][2] = 0;

m[1][3] = 0;

m[2][0] = 0;

m[2][1] = 0;

m[2][2] = -1 / (zFar - zNear);

m[2][3] = 0;

m[3][0] = -(right + left) / (right - left);

m[3][1] = -(top + bottom) / (top - bottom);

m[3][2] = -zNear / (zFar - zNear);

m[3][3] = 1;

}

This image shows the Perspective projection:

Then the Orthographic projection (InitOrthoProjectionTransform(0.0f, 800.0f, 0.0f, 600.0f, 0.1f, 1000.0f) )

(I'll upload a video to demonstrate what is happening.)

VIDEO Shows the same scene, rotating on the Y axis.

http://youtu.be/2feiZAIM9Y0