qrli

I'm just surprised to find that XNA is using clockwise vertex ordering by default. Well, when I'm told it uses right-handed system, I thought it should be counter-clockwise just like OpenGL with no doubt. However, after double checked, I'm sure it is clockwise, the same as old DX. So now there will be a new widely used convention created: right-handed but clockwise vertex ordering. All I want to say is that: consistency, consistency, and consistency. Why should we cost time to learn new standards about the old well-working thing

It's lucky that I can set the Cull Mode. So this is less an issue compared to the quaternion multiplication one.


Re: XNA Framework right-handed but clockwise ordering by default?

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 just 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 right-handed but clockwise ordering by default?

Shawn Hargreaves - MSFT

Consistency is a good goal, but consistency with what Direct3D OpenGL WPF Max Maya FBX VRML It's impossible to be consistent with all of them. At the end of the day we just had to pick something that made sense to us.






Re: XNA Framework right-handed but clockwise ordering by default?

qrli

I have to disagree. Direct3D uses left-handed and clockwise, while OpenGL, WPF, Max, Maya, FBX, VRML use right-handed and counter-clockwise. You can say there're some differences in Y/Z axis directions, etc. But they're mostly consistent.

I'm not the only one who thought XNA uses counter-clockwise winding order, I saw others too. This really leads to confusion.