Okay.  Well, I guess it is the opposite of how my 3d modeling program, 
Cheetah3d, does them.


I thought it was standardized.



On Monday, January 14, 2013 9:04:41 AM UTC-6, RichardC wrote:
>
> It's the way OpenGL maps texture co-ordinates, ie it's working correctly.
>
> On Monday, January 14, 2013 2:59:45 PM UTC, bob wrote:
>
>> Has anyone else noticed that GLUtils.texImage2D seems to want the image 
>> to be upside down?
>>
>> GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
>>
>> One way to see this is to look at Cosmin Banu's NeHe code here:
>>
>>
>>
>> http://code.google.com/p/nehe-android/source/browse/trunk/NeHe06/src/ro/brite/android/nehe06/Utils.java
>>
>> He has this in there:
>>
>>       private static Matrix yFlipMatrix;
>>         
>>         static
>>         {
>>                 yFlipMatrix = new Matrix();
>>                 yFlipMatrix.postScale(1, -1); // flip Y axis
>>         }
>>
>> And this:
>>
>> return Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), 
>> bitmap.getHeight(), yFlipMatrix, false);
>>
>>
>> I have independently noticed this, and it caused a lot of frustration.
>>
>> Any ideas how to best solve this?  Obviously, if we "just fix it", it 
>> will break a lot of old code that relies on its currently incorrect 
>> behavior.
>>
>>

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