Things to check:
- Vertex positions use a
1.0for theirwcomponent of thevec4. - Check the winding order of your vertices. If back face culling is enabled, then you may be winding in the reverse order.
- Did it get translated out of view?
- If drawing in 2D, did it rotate out of the image plane? What is your axis of rotation?
- If you are using a scale matrix, then what should the scale factor be to have no scaling take place? (We want the initial value to remain constant)
- Check the order of your transformations. Always multiply matrix * vector.
- Is your camera in the correct place? Is the near clip plane non-zero? Is the object beyond your far clip plane? Is the camera pointing the right direction?
- Is there an error with your shader program?
- Are all your calculations performed in the same coordinate space?