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shaders coordinate system


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#1 BenTian   Members   -  Reputation: 101

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Posted 06 March 2014 - 05:09 AM

Papers often employ right handed coordinate system in which everything is computed, includes  incident angle, azimuths in normal plane, tangent space etc. If the shader uses left handed coordinate system to implement the algorithms of papers, any transformation should be made for Relevant mathematical expressions? or eveything is the same?

thanks in advance.



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