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Screenspace was always x-right, y-down (aka Cartesian quadrant IV) because that was the convention NTSC used to paint the screen. 3D has not had the benefit of
by mntmoss 7y ago
Screenspace was always x-right, y-down (aka Cartesian quadrant IV) because that was the convention NTSC used to paint the screen.
3D has not had the benefit of an obvious hardware model to emulate. Y-up, Z-up, Y-down are probably the three most common variants though.
- taneq 7y agoWho else in 3D uses Y-down? I’ve seen Y-up / Z-into-screen (a la Direct3D), Y-up / Z-out-of-screen (a la OpenGL convention), and Y-into-screen / Z-up (top down type games like RPGs, RTS etc.) I haven't seen Y-down (in 3D space) since software rendering days. I've yet to meet the monster who would use X-left. :P
- wlesieutre 7y agoI can't think of anything else with Y-down in 3D, but I can sort of see the logic in saying "the vertical axis in screen space and world space might as well be the same." It's all arbitrary anyway, so why not let one thing be consistent instead of saying "Y is down on the screen, but in the world Y is sideways and Z is up." (I do still think it's weird, but I'm sure I'd get used to it)