X, Y, Z, the three most common position values.
In 2D charts, they use X and Y, even though Y is up and down.
OpenGL is RIGHT, unless you are hopelessly confined to microsoft.
OpenGL has implementations available across many platforms including Microsoft Windows, UNIX-based systems such as Mac OS X, Linux, and the PlayStation 3 game console. Variants of OpenGL run on the Nintendo GameCube, Wii, Nintendo DS[1] and PlayStation Portable. OpenGL was chosen as the primary graphics library for iPhone, Android (mobile device platform) and Symbian OS. With the exception of Windows and the Xbox, all operating systems that allow for hardware-accelerated 3D graphics utilize OpenGL as their primary 3D graphics API.
Really, you need to get out more if you think openGL isn't widespread enough.
Still, back to ther uses:
Where did X and Y come from?
Graphs. They are usually depicted in a relatively vertical position.
When displayed on the computer screen, you get X and Y.
NOT X and Z, or Y and Z, it's X and Y.
openGL simply adds the third dimension without changing the other two.
The first 3D games were really 3D representations of a 2D game world, drawn through raycasting and sprites. When they added a third dimension, it automatically became Z, but by then X and Y were already horizontal, so Z become the vertical direction.
Now, there is nowhere that states that gravity must be the Z direction, but considering that it's easier to add 90 degrees to the camera rotation than rotate the entire world...
Really, it all depends on how you name them.
When opnGL wants 2 coordinates, nobody argues that they are X and Y, but when it wants 3 you think that you have the right to tell 20 years of computer programmers that they are doing it wrong when it doesn't matter to the end user as long as it works?
By having the 'z' coordinate as depth, the hardware can use the same behind-the-scenes system for 2D, layered 2D, 3D, or really any variety you can think of.
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