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Aug
26
comment How to create a perspective field of view matrix?
OpenGL expects a right-handed, column-major matrix. DirectX spits out a left-handed, row-major matrix. You would need to transpose the matrix twice (once to fix the 'handedness' and once to fix the 'majorness'). Transposing it a second time cancels out the first transpose. Using this logic, the way DirectX uses a matrix in memory is the same as OpenGL's matrix.
Aug
26
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Aug
26
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