Advertisement Jump to content
Sign in to follow this  
andresch

Right-handed DirectX

This topic is 4231 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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.

Share this post


Link to post
Share on other sites
Advertisement
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. :)

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!