Original Post
Why was the negative z axis chosen as the axis the camera points down by default in OpenGL? If I want to move to the eyepoint to a specific location in the model, I have to negate both the x and z coordinates because of this view. Also math is all jacked up becuase of this. It just seems that everything would have been much simpler if they would have chosen the positive z axis. I'm considering reorienting my view to point down the positive z axis. There is the gluLookAt command, but it doesn't have the parameters necessary to create the frustum, so I guess that a call to gluLookAt must precede a call to glFrustum or gluPerspective? Would I do something like this: glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluLookAt(0,0,0,0,0,1,0,1,0); gluPerspective(fovy, aspect, zNear, zFar); It seems that the math would be less cumbersome this way, but has anyone tried this? Is the grass really greener on that side? Are there problems that come by doing it this way that aren't present when looking down the negative z? Thanks for any help!