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OpenGL Rotation conversion (3DS MAX to OpenGL)

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Hi! I''m trying to write a 3DS MAX exporter plugin, I''m using Valve''s SMD exporter for helping me understand the MAX SDK. Now I want to convert MAX''s coordinate system (X=right, Z=up, Y=Away from camera) to OpenGL''s (X=right, Y=up, Z=Towards camera). This is easy with coordinates (switch Y and Z then negate Z) but with rotations, it''s a different matter. Valve''s SMD exporter does this: (when extracting skeleton) { CurrNodeTM = CurrNodeTM * Inverse(ParentTM); AffineParts affparts; float rgflXYZRotations[3]; decomp_affine(CurrNodeTM, &affparts); QuatToEuler(affparts.q, rgflXYZRotations); float xRot = rgflXYZRotations[0]; // in radians float yRot = rgflXYZRotations[1]; // in radians float zRot = rgflXYZRotations[2]; // in radians } How do I convert xRot, yRot, zRot to OpenGL''s system? I''m sort of stuck and I need pointers on what to read up on, links, anything? I should add that I''m new to Quaternions... Christian

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