Hi,

I can't find the part of the documentation that says whether Processing's coordinate system is left-handed or right-handed, or whether the z axis points into the screen or outwards from the screen.

It looks to me like it is left-handed (the z axis pointing outwards from the screen, towards the viewer, while the y asis is pointing downwards), which is the opposite to the prevailing convention in mathematics textbooks (as far as i can tell) _and_ in OpenGL, so I would expect it to be explicitly documented somewhere but I can't find it...

How do this relate to using OpenGL in Processing? I mean, things don't change if I use OPENGL instead of P3D, so what exactly is Processing doing to change OpenGL's default and how should I take it into account?

When it comes to manipulation of transform matrices, do the usual right-handed-system mathematics apply, or do I have to "think left-handed"? Or does it turn out to not be relevant?

Thanks in advance

m.

I can't find the part of the documentation that says whether Processing's coordinate system is left-handed or right-handed, or whether the z axis points into the screen or outwards from the screen.

It looks to me like it is left-handed (the z axis pointing outwards from the screen, towards the viewer, while the y asis is pointing downwards), which is the opposite to the prevailing convention in mathematics textbooks (as far as i can tell) _and_ in OpenGL, so I would expect it to be explicitly documented somewhere but I can't find it...

How do this relate to using OpenGL in Processing? I mean, things don't change if I use OPENGL instead of P3D, so what exactly is Processing doing to change OpenGL's default and how should I take it into account?

When it comes to manipulation of transform matrices, do the usual right-handed-system mathematics apply, or do I have to "think left-handed"? Or does it turn out to not be relevant?

Thanks in advance

m.

1