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stb truetype quad coordinates #1234

Answered by nothings
CCDD564 asked this question in Q&A
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To the first, almost everything about texture coordinates is arbitrary interpretation and convention, as the meaning of 0..1 remains the same regardless of whether you think of 0..1 as bottom-to-top or top-to-bottom. The top-to-bottom convention is typical for image maps, so I tend to use the top-to-bottom convention for everything else for consistency. (The place in OpenGL where it's visible, where it's not arbitrary, is how a texture is filled when you render to a render target.)

To the second, you should just be able to negate the Y offset when using a bottom-to-top projection.

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