   Simple openGL to DirectX coordinate conversion
  Do I just flip the Z axis, which means +ve becomes -ve and -ve becomes +ve in the z-axis?Thanks Jack   
  You can easily use the same coordinate system in DirectX, by using a right-handed projection matrix. How do you set up your camera now?I guess you're using D3DXMatrixProjectionFovLH, which you can change to RH instead of LH to get a right-handed coordinate system. If you do wish to change that should work fine. Keep an eye on the winding of your triangles and the culling mode.   ;You can easily use the same coordinate system in DirectX, by using a right-handed projection matrix. How do you set up your camera now?I guess you're using D3DXMatrixProjectionFovLH, which you can change to RH instead of LH to get a right-handed coordinate system. If you do wish to change that should work fine. Keep an eye on the winding of your triangles and the culling mode.If I use RH, I don't need to change the Camera settings?Is that right?ThanksJack   ;If I use RH, I don't need to change the Camera settings?Is that right?If you use the same handedness, winding order, etc. with each API, then you should be able to use the same transforms and settings with each.(The only thing to keep in mind - that I can think of at the moment at least - is that OpenGL and D3D use different z-clipping ranges, which affects how projection transforms are built. There may be one or two other minor things I'm forgetting, but generally speaking, you should be able to use the same setup with each API.)   ;  I can confirm this one.  Just use the -RH versions, watch your cull mode, and everything else is the very same.   ;  Thanks guys for the replies...   