Urho3D uses a left handed coordinate system as a convention. If I am using it to implement higher level APIs that take right handed coordinate system parameters for matrices, vectors, quaternion, etc., what is the proper way to transform them to the left handed equivalents? For example, for simple points I will negate the z coordinate values.
More details: both coordinate systems I am referring to here are, x pointing to the right, y pointing to the top, and z point away from the default eye position (left hand) and towards or behinds the eye (right hand).
Thanks for info on this