Geometric Primitive face order for RH coordinate system?

Nov 24, 2012 at 6:05 AM

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?

Nov 26, 2012 at 6:25 PM

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?

Dec 14, 2012 at 5:57 PM

Ah, I see. The Render Stage State backface culling winding order is backwards when rendering with a LH projection vs. a RH projection...

Dec 14, 2012 at 10:02 PM

Change 22764 includes a new feature to support LH coordinate systems.

pass 'false' as the value for the ccw parameter when calling GeometricPrimitive::Create*()

Jan 21, 2013 at 8:48 PM

Change 23567 adds improved support for LH by reversing the winding which ensure proper texture positioning.

Jan 25, 2013 at 11:35 PM

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.