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Navigating Coordinate System Differences in Metal, Direct3D, and OpenGL/Vulkan

As a graphics developer, porting shaders or rendering code between APIs like Apple’s Metal (using MSL), Microsoft’s Direct3D (using HLSL), and Khronos Group’s OpenGL/Vulkan (using GLSL/SPIR-V) can be a headache. The root of many bugs lies in subtle differences in coordinate systems—from clip space and normalized device coordinates (NDC) to texture origins and handedness. These…
