<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet type="text/xsl" href="https://community.arm.com/utility/feedstylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Setting up OpenGL for left-handed coordinates</title><link>https://community.arm.com/developer/tools-software/graphics/f/discussions/47596/setting-up-opengl-for-left-handed-coordinates</link><description> 
 
 I am in process of writing my own math library and chose to follow a left-handed coordinate system approach because I find it more intuitive. 
 I have read that on modern OpenGL the right-handed convention is something we can do away with thanks</description><dc:language>en-US</dc:language><generator>Telligent Community 10</generator><item><title>RE: Setting up OpenGL for left-handed coordinates</title><link>https://community.arm.com/thread/167409?ContentTypeID=1</link><pubDate>Thu, 10 Sep 2020 08:08:27 GMT</pubDate><guid isPermaLink="false">dd9e70c8-6d3c-4c71-b136-2456382a7b5c:7aab68ba-7858-4447-8911-b6afe33ed201</guid><dc:creator>Ben Clark</dc:creator><description>&lt;p&gt;The way I&amp;#39;ve heard of it being done was scaling left-handed matrices by -1 on Z at the last moment before passing them in, but changing the Depth function sounds like it should work too.&lt;/p&gt;
&lt;p&gt;Either way, it&amp;#39;s important to remember to change the default winding as you&amp;#39;ve said.&amp;nbsp; And that should be sufficient.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;</description></item></channel></rss>