Hi,
As far as I know it's not explicitly specified but is implicit in the 
projection transforms. Assuming the ModelView matrix is the identity, the 
matrices generated by the traditional Ortho/Frustum functions would result in a 
vertex's Y value determing its height on the screen. That scenario is enough 
for me to adopt Y as the "natural" up axis.
Also, according to the OpenGL Red Book there is a default coordinate-system 
orientation:

> The frustum has a default orientation in three-dimensional space. You can 
> perform rotations or translations on the projection matrix to alter this 
> orientation, but this is tricky and nearly always avoidable.


Cheers,
Mik[/url]

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