3D coordinate system - a different question about the same thng. Maybe this one wil work bette(?)

"R.Wieser" <[email protected]> Wed, 29 Jan 2025 12:18:38 +0100
Newsgroups comp.os.ms-windows.programmer.win32,alt.comp.os.windows-xp,alt.windows7.general
Organization A noiseless patient Spider
Message-ID <[email protected]>
> Now I'm at a point where I want to make it conform to a/the standard,
> and have done a few websearches for 3D coodinate systems and their 
> specifics.

The reason for this is that a game I'm tinkering with seems to have its 
objects (cars, boats, NPCs) (with +Z=Up) aligned with the +Y (into the 
screen) axis when its rotation is Zero (identity matrix).   And that means 
that when I want to calculate something "in front" of such an object 
troubles arise, as the standard sin/cos expect the angle to start at the +X, 
not at +Y axis.

I've tried to create a projection (by applying an glRotate of 90 degrees 
over the Up axis) that looks over the +X axis, but that just moves the 
"angle is off by 90 degrees" problem from one point to another other. :-(

So, maybe the question is : how do I set up a projection which allows the 
objects, at rotation Zero, to be looking over the +X axis.

Regards,
Rudy Wieser