etrek
2007-12-13 21:03:23 UTC
Hello,
I looked at the archives and found someone else posted question about Z axis. Here is link: http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2007-July/000209.html
I question this part of the answer:
"The OSG follows the majority of the vis-sim industry in having +ve Z up, +ve Y north and +ve X east."
In OpenGL Y axis is up ( world and view ).
In DirectX Y axis is up ( world and view ).
The two most popular graphics API's consider Y axis as up. So do most Graphics texts like Foley et al.
OSG uses OpenGL as its graphics API, so why not use the same coord system?
Just curious as to the reasoning behind this design decision.
NOTE:
How to transform the axes is explained here: http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2007-August/001059.html . So I know how to change it programmatically if I wanted to.
Thanks,
Eday
I looked at the archives and found someone else posted question about Z axis. Here is link: http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2007-July/000209.html
I question this part of the answer:
"The OSG follows the majority of the vis-sim industry in having +ve Z up, +ve Y north and +ve X east."
In OpenGL Y axis is up ( world and view ).
In DirectX Y axis is up ( world and view ).
The two most popular graphics API's consider Y axis as up. So do most Graphics texts like Foley et al.
OSG uses OpenGL as its graphics API, so why not use the same coord system?
Just curious as to the reasoning behind this design decision.
NOTE:
How to transform the axes is explained here: http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2007-August/001059.html . So I know how to change it programmatically if I wanted to.
Thanks,
Eday