Okay, thanks a lot for the explanation, now that's clear.
Hm, I will try to make sense of your transformation algorithm. In older SFML versions, you used direct OpenGL calls to set the view, didn't you? That code might simplify the matter for me. But the problem of an own implementation is, I must be very careful to ensure that everything is consistent with SFML. On the other hand, when I used sf::Matrix3::SetFromProjection(), I couldn't let OpenGL do the work anymore and I would have to build up an own transformation system. Hm... :?
P.S.: I'm quite curious: Why did you implement your own matrices and transformations? Did OpenGL restrict you too much?