inezdias

The right handed coordinate system can (assuming y is up) be read either as x pointing right and z out from the screen or x pointing left and z into the screen.

Now the camera samples in GSE alle have the camera at negative z - that would mean x is to the left Is there a reason to that or have these samples just been ported from a left-handed MDX application

I understand this is not a question of "right or wrong": both ways are correct but still I'd like to understand why the samples do it that way.



Re: XNA Framework Camera Samples and Coordinate System

George Clingerman

You will need to go to the new Microsoft XNA forums to ask this question. These new Microsoft XNA forums can be found at http://creators.xna.com

The current forums will be locked down soon and the industry experts who can best answer your question are now monitoring the new forums.

So please head on over and re-ask your question.

If you are unable to sign-up at the new forums due to country restrictions, please reply to this thread and we will try and support you the best we can here.

Thanks!





Re: XNA Framework Camera Samples and Coordinate System

Shawn Hargreaves - MSFT

The XNA Vector3 class defines constants for the standard directions:

Up = (0, 1, 0)

Forward = (0, 0, -1)

Right = (1, 0, 0)

That makes a right handed system, with +x to the right, +y up, and -z into the screen.






Re: XNA Framework Camera Samples and Coordinate System

inezdias

Thx, and that makes perfectly sense to me, but then why's the camera in the samples facing "backward" (from negative z to the origin)





Re: XNA Framework Camera Samples and Coordinate System

Shawn Hargreaves - MSFT

Which sample are you talking about specifically




Re: XNA Framework Camera Samples and Coordinate System

inezdias

How to: Rotate and Move a Camera

How to: Make a First Person Camera

How to: Make a Third Person Camera