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snowfell

x y z plane, 2 models?

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I have been working with 3d for several years now, but now that I am using opengl instead of Game Maker I am seeing a issue. In Game Maker, the x y z plan looked like this http://members.fortunecity.com/guilpain/images/Repere3D2.jpg. Where Z was for vertical height and x and y were for cord on the grid. But now that I switched to opengl I have been seeing this version on the x y z plane more http://www.chilton-computing.org.uk/acl/pngs/camperfig3.png. When Y is used for vertical height and x and z were fir cord on the gird. What I need to know is which model should I use for my games. Will having one model act differently on commands like projection then the other? I am sure this is a easy question, but I need it answered before I more forward. Thanks

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Lots of game engines and modelling tools use Z as the vertical axis, but probably just as many use the Y axis...

Quake 1 internally used Z as "up", so when it was ported to OpenGL (which uses Y as "up") they just had to add a couple of rotation matrices to make everything work.

It doesn't really matter which one you use, just pick one that you're comfortable with and stick with it. A matrix multiplication can convert between systems if needs be.

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Thanks guys that just what I needed. Yeah I think I will go with the y as the vertical line. But does DirectX do anything different, or does it use y like opengl?

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