I'm loading a simple model, which is composed of vertices that have position, normal and UV texture coordinates.
The thing is, displaying that model using DirectX 9 or 10 shows that the UV coordinates are wrong. In fact, if I manually edit the texture using Paint and flip it vertically, the result is ok.
Is something wrong with my loading routines? Using Visual Studio Graphics Debuggers shows that both the model and the texture are correctly loaded.
Do I have to flip the texture vertically when I load it, or just transform the UV coords with:
u = u; v = 1 - v;
Also, as far as I know, OpenGL differs from Direct3D for the UV coordinates system. Would those coordinates be ok with OpenGL without any transformation?