Yeah well, I'm kind of using it to some extent.
I use the local rotational matrixes and use glLoad/MultiMat to create the rotation needed.
In theory this should allow easier shader-centricisity as you can pass matrices directly to Shaders.
Btw, how would glRotatef help with point exactly? You'd still need to do the underlying maths unless you use gluLookAt..which is pretty limiting.
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As for left-right hand coords, it can be fixed(at least visually) by scaling everything 1,1,-1
I use the local rotational matrixes and use glLoad/MultiMat to create the rotation needed.
In theory this should allow easier shader-centricisity as you can pass matrices directly to Shaders.
Btw, how would glRotatef help with point exactly? You'd still need to do the underlying maths unless you use gluLookAt..which is pretty limiting.
-
As for left-right hand coords, it can be fixed(at least visually) by scaling everything 1,1,-1