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OpenGL DirectX to OpenGL coordinate and transformation conversion

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Hello, I write a parser for .x model files. As matrices and coordinates in this file format are (or should be?) in DirectX's left handed row major form I want to convert everything to right handed column major as in OpenGL. Could somebody tell me if this approach is correct: 1. Matrices are read as they are and automatically transposed in this process. 2. The z coordinate of all coordinates and normals is multiplied by -1. 3. The matrices from 1. should be transformed to do this: As vertex (x,y,z,w) transformed by matrix M resulted in (x',y',z',w') a converted matrix M' should transform (x,y,-z,w) to (x',y',-z',w'). So I get M' as: M'=S*M*S with S being a scaling matrix: 1 0 0 0 0 1 0 0 0 0-1 0 0 0 0 1 Should this work or is there a logical mistake in that? Thanks a lot. Markus

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