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songuke

OpenGL Changing from left-handed to right-handed

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Hi, I'm confused about the following: Could you please point out the difference between the view transformation derived from UVN (eye point, look-at point, up vector) matrix and the one derived by rotating the world coordinate? If I'm right, in Direct3D the coordinate system is left-handed. Our camera is right-handed though. So is that the problem? I have not try this in OpenGL, of which the coordinate system is right-handed. Thanks in advance.

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The D3DX Math library has right handed versions for almost all handedness dependent type of transformations. The only exception I can think of is that d3dx supplies only left handed rotation transforms, but right handed versions can easily be derived.

I happen to use OpenGL conventions in my Direct3D applications (right handed coordinate system and counter clockwise front faces) and I can say that there isn't much that forces you to use a left handed system.

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