Quake's coordinate system specifies its axes as follows:
- The x-axis specifies depth.
- The y-axis specifies width.
- The z-axis specifies height.
This contrasts with the OpenGL coordinate system, in which:
- The x-axis specifies width.
- The y-axis specifies height.
- The z-axis specifies depth (inverted).
Thus, to convert between the coordinate systems:
x <-> -z
Quake y <-> x OpenGL
z <-> y
x <-> y
OpenGL y <-> z Quake
z <-> -x