The opengl default reference (eye) coordinate system is: the origin is at the center of the window,Z-axis points out of the screen, X-axis points to the right,and Y is up. All coordinate transformation is based on this coordinate system. Is there any way to redefine this reference frame. Thank.
No, because you don’t need to. Just calculate a transformation matrix between the reference frame you want to use and OpenGL’s, and then always multiply your modelview matrix by this.