I am converting my OpenGL engine to DirectX11. I used GLM in OpenGL, and will continue in Directx if possible. One problem I have however is constructing the perspective matrix using the glm::perspective
OpenGL maps [-1, 1] whereas DirectX maps [0, 1]. Is there any easy fix for this? I'd rather not switch math library just because of this.
See this http://msdn.microsoft.com/en-us/library/windows/desktop/bb205350(v=vs.85).aspx This is a built in function for Direct3D/X for constructing the matrix