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Conversion between right and left handed coordinates

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Hi, In the game engine we are developing we expose a left-handed coordinate system to the engine user but several of our platforms use a right handed coordinate system in their implementation. For instance, in RenderWare a right handed coordinate system is used and it is basically the same as ours except that the x-axis turns in the opposite direction. This means that all calculations have to take this difference into account. We are having trouble determining whether what we are doing will give us unforeseen problems later on. If anybody here can give a reference to a book or article that covers this it would be approeciated. In our current approach we simply multiply a scale of (-1,1,1) to the camera matrix before it is passed on for projection. This essentially means that every coordinate gets its x-axis inverted before it is passed on to projection. It seems that this approach causes all the rotation directions to remain correct. Does anybody here have any thoughts on whether this approach will work in all case or whether some better approach is needed. As an aside, is there an approaches that cna be used to convert a matrix from one coordinate system to another. Jacob Marner

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