While I do have the basic knowledge of OpenGL I'm just starting with libgdx.
My question is: why, having the exact same code but only switching from OrthographicCamera to PerspectiveCamera has the effect of no longer displaying any of my SpriteBatches ?
Here's the code I use:
the create() method:
public void create() {
    textureMesh = new Texture(Gdx.files.internal("data/texMeshTest.png"));
    textureSpriteBatch = new Texture(Gdx.files.internal("data/texSpriteBatchTest.png"));
    squareMesh = new Mesh(true, 4, 4, 
            new VertexAttribute(Usage.Position, 3, "a_position")
            ,new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords")
    );
    squareMesh.setVertices(new float[] {
            squareXInitial, squareYInitial, squareZInitial,             0,1,    //lower left
            squareXInitial+squareSize, squareYInitial, squareZInitial,  1,1,    //lower right
            squareXInitial, squareYInitial+squareSize, squareZInitial,  0,0,    //upper left
            squareXInitial+squareSize, squareYInitial+squareSize, squareZInitial,1,0});  //upper right 
    squareMesh.setIndices(new short[] { 0, 1, 2, 3});
    spriteBatch = new SpriteBatch();        
}
and the render() method:
public void render() {
    GLCommon gl = Gdx.gl;
    camera.update();
    camera.apply(Gdx.gl10);
    spriteBatch.setProjectionMatrix(camera.combined);
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_TEXTURE_2D);
    textureMesh.bind();
    squareMesh.render(GL10.GL_TRIANGLE_STRIP, 0, 4);
    spriteBatch.begin();
    spriteBatch.draw(textureSpriteBatch, -10, 0);
    spriteBatch.end();        
}
Now, if in my resize(int width, int height) method I setup the camera like so:
   public void resize(int width, int height) {
        float aspectRatio = (float) width / (float) height;
        camera = new OrthographicCamera(cameraViewHeight * aspectRatio, cameraViewHeight);
I get this:

But if I change the camera type:
public void resize(int width, int height) {
    float aspectRatio = (float) width / (float) height;
    camera = new PerspectiveCamera(64, cameraViewHeight * aspectRatio, cameraViewHeight);
}       
I get this:

The reason I'm asking is because I really liked libgdx's built in ability to draw text (font) in OpenGL. But in their examples they use a SpriteBatch which they path to the Font instance, and they also always use Ortho Camera. I'd like to know then if SpriteBatch and Font drawing functionality work with PerspectiveCamera.
 
    