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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:
provide your MVP matrices as left-handed matrices
modify the default winding of front facing triangles to be clockwise with glFrontFace(GL_CW)
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?