Hi,

> There's no reason to pay any attention to the "default" orientation, since 
> you can change that with a simple transform concatenated into the dozens of 
> transforms you're already doing anyway
 This isn't quite true as the projection matrix (which determines X-right, 
Y-up, Z-out) is non-invertible and so can't be treated as just another transfom 
in the stack.


> The 2D screen is where the x-right, y-up comes into play.
Yes, until we project on to a display device "up" means very little.  It's like 
a map of the World - which way is "up" isn't very important until the planet's 
surface is projected on to a piece of paper.  But once it is printed on to that 
piece of paper, the direction of "up" takes on real meaning.

I think the salient point is that Matrix_implementation::getLookAt() uses Y-up 
(the up-vector is (0,1,0).  Sure you could rotate the OpenGL projection matrix 
to allow getLookAt() to use Z-up but I've never seen this happening in the wild 
and it would only serve to confuse.

Cheers,
Mik[/i]

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