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Setting up OpenGL for left-handed coordinates

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 to our providing our own matrices.

I have read that they are a few things one needs to do to ensure OpenGL behaves well in left-handed mode:

  1. provide your MVP matrices as left-handed matrices

  2. modify the default winding of front facing triangles to be clockwise with glFrontFace(GL_CW)

  3. modify the depth function to greater with glDepthFunc(GL_GEQUAL)

I wanted to know if anyone out there had any thoughts about these suggestions. Are they pertinent, sufficient?