Rotations works wrong

I try create example of rotating pyramid with four sides: every side is a simple triangle and has own color and here the schema of my pyramid is

Triangle points #1
-0.8 0 0
0.8 0 0
0 0 0.8

Triangle points #2
-0.8 0 0
0.8 0 0
0 0.8 0.5

Triangle points #3
-0.8 0 0
0 0 0.8
0 0.8 0.5

Triangle points #4
0.8 0 0
0 0 0.8
0 0.8 0.5

Triangle colors #1
0.5 0.5 0.5
0.5 0.5 0.5
0.5 0.5 0.5

Triangle colors #2
1 0 0
1 0 0
1 0 0

Triangle colors #3
0 1 0
0 1 0
0 1 0

Triangle colors #4
0 0 1
0 0 1
0 0 1

Code of rotating pyramid:

    // Initialize SDL
        if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
            printf( "SDL could not initialize! SDL Error: %s\n", SDL_GetError() );
            return -1;
        }

        SDL_Window *window = SDL_CreateWindow(
            "SDL2/OpenGL Demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1028, 768,
            SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);

        // Check that the window was successfully created
        if (window == NULL) {
            // In the case that the window could not be made...
            printf("Could not create window: %s\n", SDL_GetError());
            return -1;
        }

        SDL_GLContext context = SDL_GL_CreateContext(window);

        initGLEWandShowOpenGLVersion();

        GLShader vertShader("./shaders/basic.vert", GL_VERTEX_SHADER);
        GLShader fragShader("./shaders/basic.frag", GL_FRAGMENT_SHADER);

        vertShader.compile();
        fragShader.compile();

        GLuint program = glCreateProgram();
        if( 0 == program ) {
            fprintf(stderr, "Error creating program object.\n");
            exit(1);
        }

        glAttachShader( program, vertShader.shader );
        glAttachShader( program, fragShader.shader );

        // Bind index 0 to the shader input variable "VertexPosition"
        glBindAttribLocation(program, 0, "VertexPosition");
        // Bind index 1 to the shader input variable "VertexColor"
        glBindAttribLocation(program, 1, "VertexColor");

        glLinkProgram( program );
        glUseProgram( program );

        auto [positionData, colorData, indicesData, n] = Triangle::join(
                std::initializer_list<Triangle>({
                    Triangle(new float[9] {-0.8f, 0.0f, 0.0f,  // 0
                                            0.8f, 0.0f, 0.0f,  // 1
                                            0.0f, 0.0f, 0.8f}, // 2
                             new float[9] {0.5f, 0.5f, 0.5f,
                                           0.5f, 0.5f, 0.5f,
                                           0.5f, 0.5f, 0.5f}),
                    Triangle(new float[9] {-0.8f, 0.0f, 0.0f,  // 0
                                            0.8f, 0.0f, 0.0f,  // 1
                                            0.0f, 0.8f, 0.5f}, // 3
                             new float[9] {1.0f, 0.0f, 0.0f,
                                           1.0f, 0.0f, 0.0f,
                                           1.0f, 0.0f, 0.0f}),
                    Triangle(new float[9] {-0.8f, 0.0f, 0.0f,  // 0
                                            0.0f, 0.0f, 0.8f,  // 2
                                            0.0f, 0.8f, 0.5f}, // 3
                             new float[9] {0.0f, 1.0f, 0.0f,
                                           0.0f, 1.0f, 0.0f,
                                           0.0f, 1.0f, 0.0f}),
                    Triangle(new float[9] {0.8f, 0.0f, 0.0f,  // 1
                                           0.0f, 0.0f, 0.8f,  // 2
                                           0.0f, 0.8f, 0.5f}, // 3
                             new float[9] {0.0f, 0.0f, 1.0f,
                                           0.0f, 0.0f, 1.0f,
                                           0.0f, 0.0f, 1.0f})
                })
        );

        for(int k=0; k<n; ++k) {

            std::cout << "Triangle points #" << k+1 << "\n";
            for(int i=0; i<3; ++i) {
                for(int j=0; j<3; ++j) {
                    std::cout << "\t" << positionData[k*9+3*i+j] << " ";
                }
                std::cout << "\n";
            }
            std::cout << "\n";
        }

        for(int k=0; k<n; ++k) {

            std::cout << "Triangle colors #" << k+1 << "\n";
            for(int i=0; i<3; ++i) {
                for(int j=0; j<3; ++j) {
                    std::cout << "\t" << colorData[k*9+3*i+j] << " ";
                }
                std::cout << "\n";
            }
            std::cout << "\n";
        }

        // Create the buffer objects
        GLuint vboHandles[3];
        glGenBuffers(3, vboHandles);
        GLuint positionBufferHandle = vboHandles[0];
        GLuint colorBufferHandle = vboHandles[1];
        GLuint indexBufferHandle = vboHandles[2];

        // Populate the position buffer
        glBindBuffer(GL_ARRAY_BUFFER, positionBufferHandle);
        glBufferData(GL_ARRAY_BUFFER,  n * 9* sizeof(float), positionData, GL_STATIC_DRAW);
        // Populate the color buffer
        glBindBuffer(GL_ARRAY_BUFFER, colorBufferHandle);
        glBufferData(GL_ARRAY_BUFFER, n * 9* sizeof(float), colorData, GL_STATIC_DRAW);
        // Populate the indices buffer
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferHandle);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, n * 9* sizeof(float), indicesData, GL_STATIC_DRAW);

        // Create and set-up the vertex array object
        GLuint vaoHandle;
        glGenVertexArrays( 1, &vaoHandle );
        glBindVertexArray(vaoHandle);
        // Enable the vertex attribute arrays
        glEnableVertexAttribArray(0); // Vertex position
        glEnableVertexAttribArray(1); // Vertex color
        // Map index 0 to the position buffer
        glBindBuffer(GL_ARRAY_BUFFER, positionBufferHandle);
        glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, (GLubyte *)NULL );
        // Map index 1 to the color buffer
        glBindBuffer(GL_ARRAY_BUFFER, colorBufferHandle);
        glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, 0, (GLubyte *)NULL );

        float angle = 0;
        float time = 8.0f;
        float N = 300;

        long pause = (long)(time/N/1e-6);
        float speed = 360/N;
        size_t i = 0;

        while(1) {

            mat4 matRotate = glm::rotate(mat4(1.0f), glm::radians(angle) , vec3(0.2f, 1.0f, 0.2f));
            angle = angle + speed;

            GLint location = glGetUniformLocation(program, "RotationMatrix");
            if( location >= 0 )
            {
                glUniformMatrix4fv(location, 1, GL_FALSE, &matRotate[0][0]);
            }

            i = (i + 1) % ((size_t) N);
            std::cout << "i = " << i << "\n";

            glBindVertexArray( vaoHandle );

            glClear(GL_COLOR_BUFFER_BIT);
            glDrawArrays( GL_TRIANGLES, 0, n*9 );

    //        glDrawElements(GL_TRIANGLES, n*9, GL_UNSIGNED_INT, indicesData);
            SDL_GL_SwapWindow( window );

            std::this_thread::sleep_for(std::chrono::microseconds(pause));
        }

        return 0;
    }

My shaders are here, vertex shader:

    #version 130

    in vec3 VertexPosition;
    in vec3 VertexColor;

    out vec3 Color;
    uniform mat4 RotationMatrix;

    void main()
    {
        Color = VertexColor;
        gl_Position = RotationMatrix * vec4(VertexPosition,1.0);

        //gl_Position = vec4(VertexPosition, 1.0);
    }

and fragment shader:

    #version 130
    in vec3 Color;

    out vec4 FragColor;

    void main() {
        FragColor = vec4(Color, 1.0);
    }

But rotation works strangely: I don’t see every side during movement… What I do wrong?