Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.

In a perspective projection matrix, the homogeneous coordinate w must depend on z (depth) to enable correct perspective division.
This ensures objects farther from the camera appear smaller and depth is properly mapped.
I found a useful resource explaining this in detail, which you can check here:
https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/opengl-perspective-projection-matrix.html
The issue with
wis explained in the beggining of the article.In the attached GIF, I demonstrate the issue with a 3D scene - although it looks like the camera is rotating around the origin, the real problem lies in the incorrect perspective projection formula.