Hi. I´m having problem with my simple OpenGL-ES program.

I think it´s the view or projection matrix. Here´s what it looks like:

Projection:
Code :
mProjM.transpose();
 
float f = 1.0 / tan( fov / 2);
 
mProjM[0][0] = f/aspect;	mProjM[0][1] = 0.0; mProjM[0][2] = 0.0;	               mProjM[0][3] = 0.0;
mProjM[1][0] = 0.0;		mProjM[1][1] = f;    mProjM[1][2] = 0.0;	                mProjM[1][3] = 0.0;
mProjM[2][0] = 0.0;		mProjM[2][1] = 0.0; mProjM[2][2] = fz/(nz-fz);        	mProjM[2][3] = -1.0;
mProjM[3][0] = 0.0;		mProjM[3][1] = 0.0; mProjM[3][2] = (nz*fz)/(nz-fz);	mProjM[3][3] = 0.0;

View Matrix:
Code :
	mLookV = mLookV.normalize();
 
	mUpV = cross(mLookV, mRightV);
	mUpV = mUpV.normalize();
 
	mRightV = cross(mUpV, mLookV);
	mRightV = mRightV.normalize();
 
	float x = dot(-mCamPos, mRightV);
	float y = dot(-mCamPos, mUpV);
	float z = dot(-mCamPos, -mLookV);
 
	mViewM[0][0] = mRightV.x(); 
	mViewM[0][1] = mRightV.y(); 
	mViewM[0][2] = mRightV.z(); 
	mViewM[0][3] = x;   
 
	mViewM[1][0] = mUpV.x();
	mViewM[1][1] = mUpV.y();
	mViewM[1][2] = mUpV.z();
	mViewM[1][3] = y;  
 
	mViewM[2][0] = -mLookV.x(); 
	mViewM[2][1] = -mLookV.y(); 
	mViewM[2][2] = -mLookV.z(); 
	mViewM[2][3] = z;   
 
	mViewM[3][0] = 0.0f;
	mViewM[3][1] = 0.0f;
	mViewM[3][2] = 0.0f;
	mViewM[3][3] = 1.0f;

Is this correct?