How can I use a right handed coordinate system?

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Sim9
Posts: 1
Joined: Thu Feb 15, 2007 4:01 am
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How can I use a right handed coordinate system?

Post by Sim9 »

Does anyone have any advice for using a right-handed coordinate system instead of a left-handed one? I'd much rather use a right-handed one as it would interface much cleaner with my existing code and I've learned to think in the right-handed system.

I'm having a similar problem as in this older thread. So far my limited experimentation indicates specifying everything in right-handed coordinates works other than the FPS camera. I'd think this code would re-orient the camera to function correctly in a right-handed coordinate system world, but instead causes very strange mouse behavior.

Code: Select all

	cam->setPosition(core::vector3df(0,0,0)); // Place camera at world origin
	cam->setTarget(core::vector3df(5,0,0)); // Look straight ahead on the X axis
	cam->setUpVector(core::vector3df(0,0,1)); // Up is positive on the Z axis
Any tips? I may be missing something obvious here. Input is greatly appreciated! :)
LeGars
Posts: 8
Joined: Thu May 11, 2006 1:57 pm

Post by LeGars »

Hi,

did you find the solution ??
Having the same problem here...
Midnight
Posts: 1772
Joined: Fri Jul 02, 2004 2:37 pm
Location: Wonderland

Post by Midnight »

this might even fix issues with blender .x exports

unfortunatly I haven't a clue... wouldn't you want to build the matrix flipped or something?

I'm not the 3d expert.
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