converting matrices from right-handed to left-handed

Hi all!

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?
thank you,
phil

negate the third row of your matrix?

possibly also the third column if you already converted the vertices to the other coordsystem.

Nico

Hi again! friend of mine told me to transpose the rotation part of the matrix and negate the z-value of the translation and that seems to work fine.
thank you anyhow,
cya,
phil