I know this question may be a little basic, but still I haven't found an answer for it anywhere.
Let's say I have a normalized cube; vertices at (+-0.5, +-0.5, +-0.5) If I render it on screen (omitting the Z axis), I'll see a square.
If I rotate it along the Z axis with 45 degrees, I'll see two rectangles:
However, I would like to see it with perspective, so it should look something like this:
What is the matrix multiplication that transfers the original points to the rotated+perspective points?