It's exactly that - OpenGL uses "proper" math co-ordinates (bottom
left origin) and QD3D/Quesa/3DMF use page co-ordinates (top left
origin) which tend to make more sense from an artist's point of view.
Frank.
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On 1-Apr-06, at 3:30 AM, Douglas Neale wrote:
Perhaps it's a bit like the difference between Cartesian co-
ordinates used in Maths compared with page co-ordinates used in
computer output where the horizontal co-ordinates go the same way
but the vertical are reversed, as we plot from the top of the page
downwards.
In message <e54c0470da1d7f6587e54fc9c6618e2b at fireyesoftware dot com>,
Asher Dunn <asher at fireyesoftware dot com> writes
On Mar 31, 2006, at 1:30 PM, Lo Saeteurn wrote:
Well I sort of solved it. For some reason, the V (of the UV) is
reversed so 1 minus the value fixes it.
I ran into something like that when importing 3DMF models. If I
imported a 3DMF model and handed the data to OpenGL, the V
coordinate was reversed.
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