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DirectX and OpenGl have different coordinate systems for their texture coordinates. OpenGl uses a origin in the lower left but your model assumes that the origin is in the upper left. Because of that you need to mirror the UV coordinates or your images along the y axis. You can do so by setting the v component to 1 - loadedV.


Now I would first suggest you use GLM, but you're using C (according to your tag) so probably not. The best math I suggest in that case is continual use of the sine and cosine functions. My examples will require math.h You will want to first store your camera's position (if you haven't already) float horizontal = cos(pitch) * GetCameraForwardSpeed(); ...

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