OpenGL and RenderMan HandednessYou can compensate for the differences between OpenGL's right and RenderMan's left-handedness. When doing rotations, you simply negate the angle of therotation.In the examples below, theta is declared as a float with avalue of 12 degrees. In the following rotate functions, glRotatef() is given thestraight theta, while RiRotate() is given -theta. Beingable to handle gemoetric transformations in this way allows for the sharing ofone set of data between the two interfaces. |
Example 2 void display(void){ /*Rotation about the x axis*/ float theta = 0;
theta = theta + 12;
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