Re:Show HN: Cross-platform open-source 3D modeling software
by TeMPOraL on Saturday December 01, 2018 @09:21AM
(#18576871)
There are also left-handed and right-handed coordinate systems...
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Re:Show HN: Cross-platform open-source 3D modeling software
by pzone on Saturday December 01, 2018 @10:34AM
(#18577154)
This is correct. Most CG and 3d software (Max, Maya, Blender, CAD) uses a right handed coordinate system, which matches the convention in physics, however they vary in their choice of Y up or Z up. Video games almost always use a left-handed coordinate system with Y up. This is because DirectX and OpenGL chose to represent pixels on-screen with (X,Y) coordinates with the Z coordinate increasing as rays extend from the eye outward.
Re:Show HN: Cross-platform open-source 3D modeling software
by swsieber on Saturday December 01, 2018 @03:57PM
(#18578882)
Wow, I had no idea it was so varied
Re:Show HN: Cross-platform open-source 3D modeling software
by TeMPOraL on Saturday December 01, 2018 @04:34PM
(#18579098)
To add to the confusion, while in both OpenGL and DirectX treat Z axis as depth, DirectX uses a left-handed coordinate system, while OpenGL uses mostly[0] right-handed one.
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[0] - https://stackoverflow.com/questions/4124041/is-opengl-coordi...
Re:Show HN: Cross-platform open-source 3D modeling software
by blattimwind on Saturday December 01, 2018 @04:41PM
(#18579138)
OpenGL-the-interface is kinda neither (screenspace aside), since the application supplies/does all transformations (glFrustum and friends are long deprecated).