I’ve been searching the net and the previous posts for this question, but couldn’t find anything, so sorry if this has been asked before.
Following problem: I wrote a exporter for 3ds max for my own file format which supports keyframing. I managed to convert the left-handed coordinates and matrices in 3ds max to opengls default right-handed matrix system with lots of help from a friend of mine.
Now I’m writing a mesh plugin for Crystal Space which should load that file format. Problem is that CS is left-handed. I converted the vertices and inverted the faces again but now I seem unable to convert my right-handed transform matrices to left-handed ones.
Any ideas on how this can be done?