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OpenGL using openGL's modelview matrix...

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Hi, I want to use an opengl modelview matrix in directx. So far what I have gathered is, to multiply the following matrix elements by -1 : m21, m20,m02,m12 and m32. But that doesnt work for me. Is there a standard way to use the opengl's modelview matrix in directx world matrix? what would the projection and view matrices be set to, in directx then? Thanks, Abhi

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well the problem is solved.
in case someone stumbles across the same problem, the following need to be inverted, after transposing the opengl matrix:
m00
m01
m02
m31
m32

--Abhi

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