Just found out that the z axis is backwards in opengl so what I had originally was right all along:
cam.Position.Set(0.0, 0.0, 0.0) cam.ViewDir.Set(0.0, 0.0, -1.0) cam.UpVector.Set(0.0, 1.0, 0.0) cam.RightVector.Set(1.0, 0.0, 0.0)