Comments (2)
Yeah, I believe this all depends on the direction of your z-axis. I'll make sure to keep this in mind for the eventual version of Handmade Math that supports different handedness (see #75).
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Actually, thinking more about this, perhaps it's intentional. Most other matrix math libraries are templated, and have right-hand and left-hand versions. Both versions use the same code, but the right-hand version negates the (far-near) calculation. If HandmadeMath is always assuming right-hand coordinates, then (near-far) would get the same result...
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Related Issues (20)
- Ship a set of basic math functions as an easy CRT alternative HOT 2
- Support unary minus operator on vectors HOT 2
- Fully inline Handmade Math HOT 2
- CI is not working HOT 2
- Divide by zero when calling HMM_Slerp with two identity quaternions HOT 3
- Unnecessary Square Root HOT 4
- Rotate point by quaterion HOT 1
- Where's the function to inverse a matrix? HOT 2
- Request - document fundamental choices made in handmade math HOT 2
- Remove HMM_PREFIX HOT 1
- Make naming more consistent and concise HOT 1
- HMM 2.0 Design HOT 1
- Use _Generic in C? HOT 3
- Unroll our loops HOT 2
- Consistent results in calculations HOT 8
- Convert HandmadeMath to double HOT 1
- Vector to matrix multiply arguments have the wrong order HOT 1
- `HMM_LinearCombineV4M4` has incorrect name and naming of arguments HOT 2
- Audit use of pass-by-reference in C++ functions / operator overloads HOT 6
- Provide ASin, ATan, ATan2 functions HOT 2
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