From 9da02f3201b84f138c8bd724f5c52117632e9942 Mon Sep 17 00:00:00 2001 From: Chuck Walbourn Date: Thu, 20 Jan 2022 21:40:44 -0800 Subject: [PATCH] Updated Home (markdown) --- Home.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Home.md b/Home.md index 06faa6f..178bcea 100644 --- a/Home.md +++ b/Home.md @@ -93,7 +93,7 @@ Moving from the legacy D3DX9/D3DX10 D3DXMath is covered in [Working with D3DXMat DirectX has historically used row-major matrices, row vectors, pre-multiplication, and left-handed coordinates. The DirectXMath library uses row-major matrices, and offers both left-handed (``LH``) and right-handed (``RH``) coordinate versions of the relevant matrix functions. -See [this blog post](https://seanmiddleditch.com/matrices-handedness-pre-and-post-multiplication-row-vs-column-major-and-notations/) for a detailed description of the convention choices, and the historic context for the DirectX vs. OpenGL differences in conventions. +See [this blog post](https://seanmiddleditch.github.io/matrices-handedness-pre-and-post-multiplication-row-vs-column-major-and-notations/) for a detailed description of the convention choices, and the historic context for the DirectX vs. OpenGL differences in conventions. # Calling convention