1
vote
1answer
137 views

Cartesian Coordinates & Layout [duplicate]

The way cartesian coordinations are presented and used is kinda confusing. When working with 2D the vertical axis is Y, though when working with 3D the vertical axis is Z and Y becomes the "depth" ...
0
votes
1answer
225 views

Ways to “invert Z-axis” in shader-based core-profile OpenGL?

In my hobbyist shader-based (non-FFP) GL (3.2+ core) "engine", everything in world-space and model-space is by design "left-handed" (and to stay that way), so X-axis goes from -1 ("left") to 1 ...
5
votes
3answers
2k views

Mapping 3D object coordinates to 2D screen coordinates with perspective projection

Sort of following on from where this person was in their topic: Matrix for 2D perspective What I have at the moment is a transformation matrix that's defined as follows: http://pastebin.com/GM6BhP0R ...