Changing The Coordinate System In LibGDX (Java)
Answer : If you use a Camera (which you should) changing the coordinate system is pretty simple: camera= new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); camera.setToOrtho(true, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); If you use TextureRegions and/or a TextureAtlas, all you need to do in addition to that is call region.flip(false, true). The reasons we use y-up by default (which you can easily change as illustrated above) are as follows: your simulation code will most likely use a standard euclidian coordinate system with y-up if you go 3D you have y-up The default coordinate system is a right handed one in OpenGL, with y-up. You can of course easily change that with some matrix magic. The only two places in libgdx where we use y-down are: Pixmap coordinates (top upper left origin, y-down) Touch event coordinates which are given in window coordinates (top upper left origin, y-down) Again, you can easily change the used coord...