Pep
Pep

Reputation: 13

Projection matrix from OpenGL to DirectX

I have an application which uses openGL and i have to port it to DirectX. To sum up my issue : How can I port a rotation matrix based on a right-handed coordinate system to a left-handed coordinate system ?

This is what i found on MSDN:

This works fine except I cannot flip easily my vertices because I got an 3D model from CATIA which is not a primitive, so I can't use it.

(I'm aware of row-major and column-major difference, it does not matter)

Do you know how I can port my rotation matrix from openGL to DirectX ?

Upvotes: 1

Views: 3569

Answers (1)

Mandark
Mandark

Reputation: 828

Regarding the handedness of your underlying coordinate system and a given rotation transformation, the positive rotation in a right-handed coordinate system is determined by the right-hand rule and vice versa. So, if you have two coordinate systems with a different handedness by flipping the sign in front of the rotation angle you have adjusted the rotation matrix. You have ported your rotation matrix :)

Upvotes: 2

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