Frank Sullivan wrote:
> i.e., the identity matrix still has me looking down the -z axis, just like OpenGL, even though in the osg World, I'm looking downwards.

I don't know whether this will clarify or muddy the concept, but I'll throw it out anyway.

I've been on somewhat of a crusade to rid people of the notion that OpenGL has a "default" coordinate system. Here's my reasoning behind that idea...

OpenGL has a ModelView matrix. By default, it's the identity, and in that case, object coordinates are effectively eye space coordinates, so therefore the eye is looking along the -Z axis with +Y up. That's all true, BUT... How many first-person rendering systems use the ModelView matrix unmodified? The answer is none, they all set the ModelView matrix to something, and when app software sets that matrix, the app _must_ make a choice about what _it_ wants for a coordinate system. The OpenGL default is therefore irrelevant.

All too often, this notion of a "default coordinate system" seems to restrict our thinking and make us believe that there are limitations on how we can orient the world. I just want to point out that the idea of a default coordinate system is really a myth.

Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466

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