Does anyone know of a simple example similar to Hello ES that uses a perpective matrix instead of ortho. I've looked through the Qt OpenGL samples and Imagination Technologies SDK and still cannot find the right way to control the basic functions of the default shader everyone will need when stepping up to the newer OpenGL versions and OpenGL ES. Imagination created the hardware for most Maemo and Symbian 3d engines and their SDK is pretty complex. Very difficult to glean what is done in code. I'm using the complex lighting example, this has almost all the default shader stuff needed except the frustrum or perspective matrices that have been deprecated.