comp.graphics.algorithms
Subject: Covert PBRT left-hand coordsys to OpenGL right-hand
Hi,
i am working with a programme to render the PBRT scene with OpenGL.
Unfortunately i found PBRT is based on left-hand coordinate system. i
need convert all primitives and transform data to right-hand format.
point.z -= point.z can convert all point data in the primitives
presentation correctly.
my question is how to convert a 4x4 transform matrix correctly which
contain some basic transform matrix product. (eg. translate, rotate,
scale, lookat etc.,)
i google it and havent found a exact explanation. so i seek help here.
it would be appreciated for some advice or discussion.
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