View matrix question (rotate by 180 degrees)
Posted
by
King Snail
on Game Development
See other posts from Game Development
or by King Snail
Published on 2012-11-12T22:32:03Z
Indexed on
2012/11/12
23:14 UTC
Read the original article
Hit count: 333
I am using a third party rendering API on top of OpenGL code and I cannot get my matrices correct. The API states this:
We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default.
In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API?
I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.
© Game Development or respective owner