Original Post
Hello, I'm curious if the coordinate system have anything to do with the clipping or rasterizing or anything in the graphics pipeline. Another words, I create my own matricies for projection and view and world (IE not using D3DX or GLU). I also understand row vs col order, however, in memory they are the same so no extra conversion is necessary. So if I assume a left-handed coordinate system with the view matrix/projection matrix it should just run in opengl just fine without any modifications as it does in dx, right? That's what I'm seeing, but I need to know if I'm doing something wrong because it's working, lol. Or do I need to modify or invert my modelview matrix in opengl for this to work properly? Thanks Jeff.