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Aug 22, 2014 at 15:49 vote accept Karle
May 27, 2014 at 16:39 history tweeted twitter.com/#!/StackGameDev/status/471329895461949441
May 27, 2014 at 1:54 answer added Nathan Reed timeline score: 1
May 27, 2014 at 0:56 comment added Karle I tried calling Matrix4.Perspective(...) with the same arguments and it produced the same matrix (ignoring very small rounding errors). The documentation marks the method as deprecated.
May 27, 2014 at 0:51 comment added Andon M. Coleman Considering that OpenTK is row-major and the function you are calling shares its name with a D3D function... I would not be surprised if that produces a projection matrix that expects left-handed view-space coordinates (D3D convention). If you call Matrix4.Perspective (...) instead, does anything change?
May 27, 2014 at 0:40 comment added Karle I've added the projection matrix set-up to the original post, thanks.
May 27, 2014 at 0:39 history edited Karle CC BY-SA 3.0
added 219 characters in body; edited tags
May 27, 2014 at 0:29 comment added Andon M. Coleman There is a part of this process that you are currently ignoring. OpenGL does not mandate anything about any of the axes in coordinate spaces prior to clip-space in the programmable pipeline. Clip-space is left-handed, and the only way to achieve this is if your projection matrix flips the Z-axis, given your current view-space setup. Can you show the setup of your projection matrix?
May 27, 2014 at 0:08 history asked Karle CC BY-SA 3.0