Hey Kai

Sorry for the late reply. Got mixed up in more than I wanted. But anyway, thanks! It works now! For those who are interested, here is my code:

`float h = (float) Math.tan((fov / 180 * Math.PI) * 0.5f) * near;`

float w = h * aspect;

float fl = -w;

float fr = w;

float fb = -h;

float ft = h;

float fn = near;

float ff = far;

float[] pMatrix = {

1,0,0,0,

0,1,0,0,

0,0,1,0,

0,0,0,1,

};

pMatrix[0] = 2 * fn / (fr - fl);

pMatrix[8] = (fr + fl) / (fr - fl);

pMatrix[5] = 2 * fn / (ft - fb);

pMatrix[9] = (ft + fb) / (ft - fb);

pMatrix[10] = -(ff + fn) / (ff - fn);

pMatrix[14] = -2 * ff * fn / (ff - fn);

pMatrix[11] = -1;

pMatrix[15] = 0;

FloatBuffer pMatrixBuffer = BufferUtils.createFloatBuffer(16);

pMatrixBuffer.put(pMatrix);

pMatrixBuffer.flip();

glLoadMatrix(pMatrixBuffer);