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thundercarrot avatar thundercarrot commented on May 21, 2024

You might need to transpose the matrix to match the conventions of your shader (i.e., premultiply or postmultiply). It's not really so much a standard of OpenGL but rather what the shader expects.

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widp avatar widp commented on May 21, 2024

What about the z axis, Would I have to do something to account for the difference between directx and opengl coordinate systems.

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widp avatar widp commented on May 21, 2024

Closing this issue. To convert between the coordinate systems, scaling the z-axis by -1 seems to do the trick.

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