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The Beholder

OpenGL Changing OpenGL coord system

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The Beholder    134
Hi. From mathclasses in school I''ve got used to a right-handed coordinate system with x to the right, y inwards (the screen) and z upwards. I was wondering if I can change the default OpenGL coordinate system to this one?

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666_1337    122

float mat[16] =
{ //flip y and z axes

1, 0, 0, 0,
0, 0, 1, 0,
0, 1, 0, 0,
0, 0, 0, 1};


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The Beholder    134
Thanks. I solved it just by letting my camera''s up-vector point in positive z-direction and the view-vector in positive y-direction. Problem solved!

I am using gluLookAt for my camera class and I guess it uses matrix manipulation in a similar way to what you proposed

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exa_einstein    122
gluLookAt is slow and form glu and you must send too many parameters, better to create your own MyLoadModelviewIdentity() function with 666_1337''s code, static float matrix and maybe a little shorter identifier

...::why don''t we have assembler forum?::...

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duke    107
Firstly, opengl uses a right handed coordinate system so you don''t need to change it.

As for gluLookAt being slow... I''ve heard this before, but realistically can it really make any significant difference?

I would assume at most you call it a few times per frame, and that MOST of the time it is called 1 time per frame. How could any opengl function that is called one time per frame be so slow that "optimizing" it would make a noticeable difference....


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