How to adapt DirectX-style world/view/projection matrices to OpenGL?
问题 I have an application which uses DirectX, and hence a left-handed world-coordinate systen, a view which looks down positive z and a projection which projects into the unit cube but with z from 0..1. I'm porting this application to OpenGL, and OpenGL has a different coordinate system etc. In particular, it's right-handed, the view looks down along negative z, and the projection is into the real unit cube. What is the easiest way to adapt the DirectX matrices to OpenGL? The world-space change