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andresch

Right-handed DirectX

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If you want to use the Right-handed coordinate system convention in a DirectX program, is it really as easy as using D3DXMatrixLookAtRH and D3DXMatrixPerspectiveFovRH when creating those matrices? Do you not have to tell the device or or something when it is created which way you want it? Note: I'm aware that I need to be cognizant of the system used by the models I load and that it affects which way is which when translating/rotating, I just mean purly from a DirectX API perspective.

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Don't forget


hr = m_cpDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);



Most right-handed engines expect triangles to be counter clock-wise, and by default D3D culls these. :)

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