Using an OpenGL transformation matrix

What do I have to do to convert a model view transform Matrix intended for OpenGL for use in VVVV? I’ve got it into the VVVV patch as a spread of 16 values and I think I’ve got the right ordering (when I display it in a 4x4 IO box the translation components are on the bottom row). I know that OpenGL uses a right handed coordinate system vs. Direct3D’s left handed one but I’m not entirely sure what I have to do to convert them?

Any help would be greatly appreciated! Thanks!

Use the SetMatrix node to create a Transform out of your 4x4 spread.

I am not sure if the coordinate systems are equivalent. If not, just add more transformations into the Transform In pin of the node.

see here: http://vfxbrain.com/questions/1/how-do-i-convert-a-transformation-matrix-from-right-handed-to-left-handed-coordin