This is how I send it to the shader: I know this part works since the perspective projection matrix works, but the ortho produces wierd results.
As for my previous projection matrix - this is my first projection matrix - so I am not multiplying it by anything before sending it tothe shader. Should I be?
///upload matrices to uniform varis in shader
GL20.glUseProgram(shaderObject.pId);
projectionMatrix.store(matrix44Buffer);matrix44Buffer.flip();
GL20.glUniformMatrix4(projectionMatrixLocation, false, matrix44Buffer);
viewMatrix.store(matrix44Buffer);matrix44Buffer.flip();
GL20.glUniformMatrix4(viewMatrixLocation, false, matrix44Buffer);
modelMatrix.store(matrix44Buffer);matrix44Buffer.flip();
GL20.glUniformMatrix4(modelMatrixLocation, false, matrix44Buffer);
GL20.glUseProgram(0);