Hi Valiant and all, I've just looked up the section in the official DirectX documentation about Cartesian coordinates, and here is what it says. Perhaps after reading this it might make more sense why and how I have designed the Genesis Engine. Obviously, since DirectX is setup this way using some other values would screw up the 3d positioning of sounds considerably and using something else isn't really an option. Here is the relevant text.
Coordinates of 3-D Space In DirectSound the position, velocity, and orientation of sound sources and listeners in 3-D space are represented by Cartesian coordinates, which are values on three axes: the x-axis, the y-axis, and the z-axis. The axes are relative to a viewpoint established by the application. Values on the x-axis increase from left to right, on the y-axis from down to up, and on the z-axis from near to far. The D3DVECTOR structure contains values describing position, velocity, or orientation on the three axes. Conventionally, vectors are expressed as three values enclosed in parentheses and separated by commas, in the order (x, y, z). Cheers! --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
