Projection matrix from OpenGL to DirectX
问题 I have an application which uses openGL and i have to port it to DirectX. To sum up my issue : How can I port a rotation matrix based on a right-handed coordinate system to a left-handed coordinate system ? This is what i found on MSDN: Flip the order of triangle vertices so that the system traverses them clockwise from the front. In other words, if the vertices are v0, v1, v2, pass them to Direct3D as v0, v2, v1. Use the view matrix to scale world space by -1 in the z-direction. To do this,