stupid question (what else is new) ...
while working on my 3D-Editor/Game Engine i came to realize that the default Rotation Matrix for OpenGL uses a counterclockwise winding for Rotations around the Y-Axis (Yaw), meaning if you look at a Object in the XZ Plane a Positive Angle will Rotate the Object Left, a Negative Angle will Rotate it Right.
This is Counter-Intuitive and i am wondering if there is a rule for this behavior in a Cartesian coordinate system or is this merely a "personal preference" for OpenGL ???
My editor currently uses the clockwise approach, where a positive angle rotates the object to the right instead, which seem much more intuitive.
searching the web, i have found both approaches, but i would like to know if there's a "corret" way to do it ...
Andy