Comments (7)
bx is not really part of bgfx... It's used there, but not everything.
bx vector math is going to get changed in the future, and ideally you should have your own math library.
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Additionally, mtxSRT appears to have the opposite rotation direction as Aerospace Eulers
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from bx.
@OswaldHurlem: are you perhaps using left-handed coordinate system?
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I am, but is there any handedness inherit to my example from above? Also, bgfx/bx does not have any documented handedness.
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@OswaldHurlem: yes, try
Line 320 in 7f4f5a2
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One particular thing that may have led me to believe BX's vector math was left-handed and integral to BGFX was the debug draw example:
It has left-handed coordinates and +Y = Up
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Related Issues (20)
- crt0.h not found on alpine linux (MUSL) HOT 2
- Fail to build for Windows Desktop ARM and ARM64 HOT 2
- Possible problem with min() and max() HOT 2
- Is BX_MAKEFOURCC backwards? HOT 2
- 2 test failed on 64 bit Linux HOT 1
- makefile osx arguments error HOT 1
- MAME embedded bx missing crt0.h, suspect MacOSX configuration problem HOT 1
- Odd error in debug.cpp when trying to compile HOT 3
- Filepath getExt() returns incorrect extensions. HOT 3
- vsnprintf does not always nullterminate HOT 4
- write(WriterI*, double) trims exponent HOT 2
- simd128_ref.inl simd_shuf_AxBy case fail HOT 3
- atan2 gives the same value for (0, 1) and (0, -1)
- [typetraits.inl] msvc __is_aggregate error HOT 6
- m_count should use volatile ? HOT 1
- Compiling failing on GhostBSD HOT 1
- pthread_np.h does not exist on NetBSD HOT 1
- bx::normalize return bad result when simd is enable on macOS(M1)/iOS platform HOT 2
- bx::sqrt(0.f) will return NaN HOT 10
- Near-Zero values breaking the mtxLookAt function
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