I have only handled DirectX matrices
I have read articles that say you cannot use DirectX matrix math libraries for openGL matrices.
but i have also read that if your math is consistent you can get similar to same results. That just confuses me even more.
Can anyone enlighten me? or If you cannot use DirectX math on openGL matrices. Does anyone know a good openGL matrix library?
any help in understand the differences and math knowledge of them would be grateful.
This is wrong.
The only difference is about the default assumptions OpenGL and DirectX make about their Normalized Device Coordinate space. They use slightly different ranges and signs. However this only translates into a transformation stack with an additional “adaptor” matrix premultiplied on it, and you’re done with.
Also important may be the index ordering, but modern OpenGL allows you to choose which order is used by a parameter to glUniformMatrix of the name “transpose”