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I was using the GeometricPrimitive type and noticed that the vertex face order seems to be reversed for the traditional LH coordinate system, is this intentional?
This is because most of this code was ported from XNA Game Studio which used a 'right-handed' coordinate system by default. Is there a specific concern with this when used in LH scenarios?
Ah, I see. The Render Stage State backface culling winding order is backwards when rendering with a LH projection vs. a RH projection...
Change 22764 includes a new feature to support LH coordinate systems.
pass 'false' as the value for the ccw parameter when calling GeometricPrimitive::Create*()
Change 23567 adds improved support for LH by reversing the winding which ensure proper texture positioning.
January 2013 release includes explicit support for GeoPrims with both RH and LH coordinate systems. Also updated the docs with notes on coordinate system implications.
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