16ย years, 6ย months ago
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Community contributions featuredQuote:Original post by jykAnyway, I guess my question for you would be, what in the above example indicates that clip coordinates are in a right-handed space? What should I be lโฆ
16ย years, 6ย months ago
16ย years, 6ย months ago
I often hear OpenGL referred to as using a right handed coordinate system, but I'm a little unclear as to the precise reason why this is so. Sure, the gluXXX helper functions opโฆ
16ย years, 6ย months ago
I've been reading how the determinant of 3 basis vectors can be taken to determine handiness of the coordinate system. (u x v) . z > 0 == right hand (u x v) . z < 0 == lefโฆ
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In my Direct3D 9 renderer I'm starting I would like to use a right handed coordinate system, but I'm not completely clear on the steps I need to take. Am I correct in thinkโฆ
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See all in DiscussionsQuote:Original post by jykAnyway, I guess my question for you would be, what in the above example indicates that clip โฆ
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Quote:Original post by jykSo in short, I don't see anything there that indicates that clip space is right-handed in OpenGL.Here's โฆ
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Quote:Original post by jykCan you provide a link to a reference?This is the best I can do:http://www.gamerendering.com/2008/10/05/clip-space/:(
16ย years, 6ย months ago