Quote:Original post by Daaark
Quote:Original post by GaryNas
I've searched all over for this info, but all I can find is "OpenGL is right handed", "DirectX is left handed".
That's all you can find, because that's the entirety of it. There's nothing more to say about it.
I'm not sure it's quite that simple.
I said this same thing in another recent thread, but as far as I can tell, Direct3D/DirectX is no more left-handed than it is right-handed. It works fine with both left- and right-handed systems (as far as I can tell, at least), and the DX math library includes transform functions for each handedness.
Why Direct3D is thought of as being left-handed, I'm not sure, but I suspect it may be historical. Maybe someone else can shed some light on this.
My guess is that OpenGL can be used with a left-handed system just as easily as Direct3D can be used with a right-handed system (as was suggested previously). I haven't actually tried this myself though, so I can't say for sure.
If that's true though, then I would think that the only thing that makes OpenGL 'right-handed' is the few convenience functions that build transforms for which handedness matters (gluLookAt, gluPerspective, etc.). If you take these out of the picture (e.g. by using glLoad/MultMatrix, or by using the programmable pipeline), then I'm not sure that OpenGL can be said to have an inherent handedness.
So to get back to the original question, my guess is that the only thing that makes OpenGL 'right-handed' is a few convenience functions that you can easily do without, and that in fact are no longer even included as part of the API. (I could be overlooking something though.)