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CodeBoyCjy

How to use the same coordinate for XNA and Physx

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hey: I'm using XNA and Physx. But the XNA use right-handed coordinate system and Physx use the opposite one. Something unhappy happened when the two SDK meet.So how do I do something to avoid the situation?? Could I use some function to force Physx use right-handed coordinate system?? Waiting for your answer. Thank you.

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I flip the Z coordinate of the View and World, but I don't know how to deal with the projection matrix.

And if I don't take any move , all of the things runs well except the objects always rotate in a opposite way again the way Physx does, which means that they rotate wrong , but transform right.

I really can't know what to do , and the document about flip the coordinate system of the Physx is hard to find.

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