   world matrix from right-handed to left-handed
  I have a world matrix included scale, rotation, translation and used in right-handed. Does somebody know how to transform the world matrix to left-handed coordinate?   
  Hi,I think, the main difference between RH and LH is the direction of z-axis. So, don't touch to right and up, just multiply your look vector with -1. If you don't have your right, up and look vectors, you should multiply m31, m32 and m33 elements with -1 (assuming your matrix is row-major; DX uses this type).if your world matrix was created for a RH space, you also must multiply your m43 element (pos vector's z coordinate) with -1.Hope this helps.   ;  Transpose it.   ;Quote:Original post by Steve132Transpose it.Transpose is not the answer. Could yout say the reason of Transpose?;  If I multiply the right-handed transform matrix by the matrix of matRtoL, the result is the correct?matRToL=[1 0 0 0]    0 0 1 0    0 1 0 0    0 0 0 1;  The system I used to go from my 3d modeling software to directx was1) multiply z component of all vertices by -12) multiply z component of all normals by -13) flip the v component of each UV  (if 0 to 1, then 1 becomes 0 and 0 becomes 1)4) change vertex drawing order from v0 v1 v2 to v0 v2 v1To put this information in a matrix... I dunno.the standard answer for a RH to LH matrix has always been to exchange the row with the columns...transpose.Depending what data you are playing with there might be more to it than that.