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Wow, I had no idea it was so varied



To add to the confusion, while in both OpenGL and DirectX treat Z axis as depth, DirectX uses a left-handed coordinate system, while OpenGL uses mostly[0] right-handed one.

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[0] - https://stackoverflow.com/questions/4124041/is-opengl-coordi...


OpenGL-the-interface is kinda neither (screenspace aside), since the application supplies/does all transformations (glFrustum and friends are long deprecated).




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