I have an application which uses DirectX, and hence a left-handed world-coordinate systen, a view which looks down positive z and a projection which projects into the unit cube but with z from 0..1.
I'm porting this application to OpenGL, and OpenGL has a different coordinate system etc. In particular, it's right-handed, the view looks down along negative z, and the projection is into the real unit cube.
What is the easiest way to adapt the DirectX matrices to OpenGL? The world-space change seems to be easy, just by flipping the x-axis, but I'm not entirely sure how to change the view/projection. I can modify all of the matrices individually before multiplying them together and sending them off to my shader. If possible, I would like to stick with the DirectX based coordinate system as far down the pipeline as possible (i.e. I don't want to change where I place my objects, how I compute my view frustum, etc. -- ideally, I'll only apply some modification to the matrices right before handing them over to my shaders.)