For self education, I'm writing a 2D platformer engine in C++ using SDL / OpenGL. I initially began with pure SDL using the tutorials on sdltutorials.com and lazyfoo.net, but I'm now using SDL to create an OpenGL rendering context and then render with OpenGL functions (specifically immediate mode but I'm learning about VAOs/VBOs). I am using SDL only for interface, audio, etc.
SDL uses a coordinate system with the origin in the upper left of the screen and the positive y-axis pointing down. It's easy to set up my orthographic projection in OpenGL to mirror this.
I know that texture coordinates are a right-hand system with values from 0 to 1 -- flipping the texture vertically before rendering (well, flip the file before loading) yields textures that render correctly... which is fine if I'm drawing the entire texture, but ultimately I'll be using tilesets and can imagine problems.
What should I be concerned about in terms of rendering when I do this?
If anybody has any advice or they've done this themselves and can point out future pitfalls, that would be great, but really any thoughts would be appreciated.