OpenGL ES has different UV coordinates?
问题 I use OpenGL ES 1.1 with texture mapping. I always thought that UV coordinate system for textures starts from the top-left and goes to bottom-right. This is fine on android, I have tested it. However, if I test it with Qt on the desktop, my UV coordinate system starts from the bottom-left and goes to top-right. Is that OK? I am using the same code to setup OpenGL glViewport(0, 0, m_screenWidth, m_screenHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); #ifdef DESKTOP_QT glOrtho(0, 1, 0,