The glsl uniform modelViewProjectionMatrix is different from ofCamera::getModelViewProjectionMatrix()

In a vertex shader OF passes the modelViewProjectionMatrix uniform by default which typically is used for gl_Position = modelViewProjectionMatrix * position;. I expected to get this same matrix from ofCamera::getModelViewProjectionMatrix().
However the following doesn’t give the result I expect.


myShader.setUniformMatrix4f("mvp", myCamera.getModelViewProjectionMatrix());


gl_Position = mvp * position;

How do I get the mvp matrix of a camera that’s passed by default to modelViewProjectionMatrix but when that camera is not active?

Of course ofCamera::getModelViewProjectionMatrix() doesn’t contain the ‘model’ part in the transform. Had to multiply it with the model transform to get what I wanted.