After a quick look I noticed that the 3D graphic environment uses the left-hand rule. I mean that in classical 3D geometry and math, to construct an orthonormal basis, we use the right-hand rule: {x = (1, 0, 0), y = (0, 1, 0), z = (0, 0, 1)}, so z = crossproduct(x,y); y = crossproduct(z,x) and x = crossproduct(y,z);
In processing it seems that the left-hand is used then so z = -crossproduct(x,y) = crossproduct(y,x); (In the code I gave, the blue vecteur (Z), is pointing up while it should be down with the rigth hand rule).
Am I correct? If yes, is there any possibility to have a 3D environement which use the right-hand rule? I don't realy want to use the scale function.