Axis in a 3d world.... im confused!?

I build my world to fit in with stuff i made with 3ds max. X, Y, Z (width, lenght, height) But in some examples i see that Y is the height so everything is rotated 90*.

Thats not a real problem, but it is when 3d shapes are calculated. So whats is the correct way??

To be honost i dont want to change from the 3ds max world axis…

[This message has been edited by GL_ZERO (edited 09-14-2003).]

Hi !

There are no right or wrong here, but the default in OpenGL is Y=up, but you can make a rotation of the “camera” so you get Y as the horizon for example, you can modify the coordinate system in a number of ways, and if you scale an axis with -1 you reverse the direction of it.