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Left handed coords vs right handed

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5 replies to this topic

#1duckbob  Members

Posted 25 November 2001 - 12:29 PM

is there a way to make opengl use the left handed system of coordinates vs the right handed system?

#2Zeus_  Members

Posted 25 November 2001 - 01:56 PM

You mean have the x coords all negative ?

well, theres a function called glOrtho(......) that takes 6 arguments;

the first two are the minimum x coords then the maximum x coords, and the same for the next 4, only for y, then z.

so a call like

glOrtho(-100, 0, -100, 0, -100, 0);

is probably what you are looking for.. I cant word it well, just look for that function online or through references.

#3Gorg  Members

Posted 26 November 2001 - 03:55 AM

the difference between left handed and right handed is the "view direction".

By default(no rotation), on a right handed coordinated system you are looking in Z+ direction. On a left-handed you are looking at Z-.

So, before doing any modelview transformation, just do the following call

glScalef(1,1,-1);

Posted 26 November 2001 - 08:10 AM

glFrontFace( GL_CCW); // default
glFrontFace( GL_CW); // what you want

#5Gorg  Members

Posted 26 November 2001 - 09:10 AM

quote:
Original post by Prosper/LOADED
glFrontFace( GL_CCW); // default
glFrontFace( GL_CW); // what you want

Not necessarly.

#6duckbob  Members

Posted 06 January 2002 - 02:33 PM

here is what i''m talking about, i just hope this displays in fixed width font

*....z
.....|
.....|
x----y right handed

z....*
|.....
|.....
y----x left handed

open gl is using the right handed system so incressing x values will move a point left when looking along the z axis from the - side. that means a point that is 45 degrees against the x axis is where the * is in the top diagram...now when i learned math i always thought in the left handed system...so when i am working everything i do winds up fliped along the z axis. that make any sence? i want to switch it so that incressing x values will make a point move right instead of left when viewd from the -z axis.

duckbob

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