shaders coordinate system

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-1 comments, last by BenTian 10 years, 1 month ago

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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