Transform modelview matrix from y up to z up

Hi,

I’m probably missing something obvious or I’m just too tired to think at the moment, but what is the multiply matrix to make a modelview matrix with a 0,1,0 up vector into one with a 0,0,1 up vector?

Background: The Oculus Rift SDK returns a y+ modelview matrix and my game expects a z+ one and while I could calculate it myself based on the roll/pitch/jaw I’m lazy :slight_smile:

Mike