I'm porting from OpenGL4 to DX11 renderer. Going fine so far, once you got over the initial setup.

Originally for my OpenGL4 I used GLM (http://glm.g-truc.net/0.9.5/code.html) very intuitive and good syntax. Now in DX11 I first tried "DirectXMath" math library, but all the boilerplate code got my annoyed. Then I used the recommended "SimpleMath" but I just realised it uses row-major matrices and HLSL matrices are column major (just like GLSL). It uses right-handed coordinate system though.

1. Who thought it would be a good idea to mix row/column major-ness between code and HLSL in DX?

2. Frankly I'm thinking of sticking with GLM. It uses column-major matrices and right-handed coordinate system. Am I right in that it should simply work as expected with HLSL? No hidden quirks?

3. Is there any reason to pick one or the other of "SimpleMath" (row-major, right handed) and "GLM" (column-major, right handed)? Any opinions?

**Edited by KaiserJohan, 14 July 2014 - 06:04 PM.**