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In my Maxscript exporter I have the ability to flip the Z/Y axis by simply swapping the Z and Y co-ordinates.

When swapping the axis this way, what is the correct thing to do to the UV coordinates? (e.g. do I need to swap the U or V, or invert one or both?)

Thanks!

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up vote 2 down vote accepted

Unless you're trying to change how the object is textured you shouldn't need to adjust the UVs at all.

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You are correct - my apologies my entire object had been 'mirrored' which I took to be a mirrored texture. Next time I won't use symmetrical objects for testing... Thank you! –  sebf May 31 '11 at 22:07
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