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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