Quote:Unless you're getting friendly with the maths then the various D3DX (or whatever its replacement is) calls will mask any of the mathematical complexities.
I'm sorry to go against another moderator on his own forum, but the truth is that
left-handed and right-handed math is the same. There is no difference between the function to do a cross product in a left-handed system, and one to do a cross product in a right-handed system.
Whatever numbers you put in, you get out (i e, you assume left-handed coordinates, clockwise mesh winding, Z in, Y up, X right, or you assume right-handed coordinates, counterclockwise mesh winding, Z out, Y up, X right). The only place where this makes a difference in computer graphics is when you get to do the perspective transform, because you need to map your coordinates to the physical frame buffer.
Thus, even if you're friendly with the math, there is no difference in the D3DX math calls -- except for the one call to build your projection matrix. The difference is in how you think about, and interpret, your data at a semantic leven, which is higher up than the bits and bytes of the data and the math.