Perspective Matrix not working properly

So Heres my Problem:

I have an Object at the center(0,0,0) with an radius of 0.1(its a sphere).

As the camera matrix and the model matrix I pass the identity matrix to the shader.
The projection matrix is an perspective matrix with an fov of 70 , an aspectratio of 16/9 and 0.1 as near clipping plane and 1000 as far clipping plane.

so the camera is at the center too, but i can see the whole object from the outside and if i pass a rotation matrix as the camera matrix, the camera rotates around the object. ???

So why is this so, any ideas where to look for an error.

ps:

the projection matrix computed with the const from above

0.80333 0 0 0
0 1.42815 0 0
0 0 1.0002 0.20002
0 0 1 1

Hi,

perspective projections use 0.0 as ‘w’ component in the last matrix column.

If you use the same perspective transformation that OpenGL/GLU expects (i.e. inverting the Z axis) and using your parameters, you will end up with this matrix:

  8.0333E-1  0.0000E+0  0.0000E+0  0.0000E+0
  0.0000E+0  1.4281E+0  0.0000E+0  0.0000E+0
  0.0000E+0  0.0000E+0 -1.0002E+0 -2.0002E-1
  0.0000E+0  0.0000E+0 -1.0000E+0  0.0000E+0

Have a look at this wonderful site: http://www.songho.ca/opengl/gl_projectionmatrix.html#perspective

Also, if you like, you can have a look at JOML, which can compute all sorts of common transformation matrices and quaternions for you to be readily used with LWJGL (for example).

Thanks, now it works(and it looks better)

im programming all the math things myself to understand them better.
but I will take a look at it.