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Right handed vs Left handed

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DirectX defaults to left handed. Most modeling packages are right handed. I know I can convert the data from these modeling packages.

Is there any reason to NOT run DirectX as right handed? I'm just wondering.

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DirectX doesn't default to any handedness, it's just that most examples (including SDK samples) you see use LH, but that's a historical artefact more so than anything else. Handedness is nothing more than a convention, and the only important thing is that you maintain consistency in your own code regarding which handedness you use. Otherwise a projection matrix is nothing but a bunch of numbers; you multiply them and an answer comes out. So you can quite safely use the -RH matrix functions (or roll your own RH functions) and everything will still work.

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Yeah it doesn't matter what you use, as long as when you project vertex coordinates they end up in the correct device coordinate space (x=-1 is the left side of the screen, x=1 is the right, y=1 is the top, y=-1 is the bottom, 0 is the near clip plane, 1 is the far clip plane). To do that you may need to have a projection matrix that negates an axis, which is exactly what the D3DX RH projection matrix functions do.

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