Timeline for Rotation matrix from OpenGL to DirectX
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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Jun 18, 2013 at 17:26 | comment | added | Sean Middleditch | @Evan: there's no need to have different math backends, you really only need to abstract the projection matrix to deal with depth range differences, and a few coordinate differences easily dealt with. Both GL and D3D (when using the programmable pipeline) are neutral to how you do the rest of your math. | |
Apr 19, 2013 at 14:23 | comment | added | Evan | Better than simply porting it would be to write a platform independent layer that abstracts your game code from the actual platform specific libraries. This way you never have to change stuff like this, you simply choose which math and rendering back end to use based on something like a pre-processor directive or something. | |
Mar 22, 2013 at 19:46 | history | tweeted | twitter.com/#!/StackGameDev/status/315187810745331712 | ||
Mar 20, 2013 at 13:00 | comment | added | Maximus Minimus | "If you are using DirectX 10 or higher you can choose to use right-handed" - the option of using RH has actually been present since at least D3D8. See, e.g. D3DXMatrixPerspectiveFovRH in the D3D8 documentation. | |
Mar 20, 2013 at 12:51 | answer | added | GPUquant | timeline score: 1 | |
Mar 19, 2013 at 12:22 | comment | added | Pep | Thanks but actually i'm using the sotware 3DVIA Studio which use directX, so i can't choose the coordinates-systemes. | |
Mar 19, 2013 at 11:45 | comment | added | Roy T. | If you are using DirectX 10 or higher you can choose to use right-handed | |
Mar 19, 2013 at 11:20 | review | First posts | |||
Mar 19, 2013 at 12:27 | |||||
Mar 19, 2013 at 11:05 | history | asked | Pep | CC BY-SA 3.0 |