How do I convert my matrix from OpenGL to Marmalade?

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 2012/11/13 5:17 UTC
Read the original article Hit count: 589

Filed under:
|
|
|

I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors 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

Related posts about opengl

Related posts about camera