   how to reverse an opengl texture
  Hi all,I've just updated my OS (from debian 4 to 5) unfortunate my previous working software now shows all my textures flipped around the X any Y axis, that is the top of a texture is on the bottom, the right hand side is on the left. As I don't know if this this the OS, the DEVIL texture loader I use, or the Nvidia drivers, I thought the fastest way would be to somehow flip the uv texture parameters. However I can't seem to get it to work.In my code I basically just loop the texture coordinates from a model, is there a simple on triangle textures to make them change, I've tried swaping u and v, the order of ABC cordinates and doing 1-texturevertex[texturefacebuffer[loop].A].u, but none seem to work,can anyone advise.Thankssorry can remember how to do a code window :sif(model->material[model->object_list[count].material_lookup].texture_id!=0){    glTexCoord2f (texturevertex[texturefacebuffer[loop].A].u, texturevertex[texturefacebuffer[loop].A].v);}glVertex3f(vertexbuffer[facebuffer[loop].A].xpos,   vertexbuffer[facebuffer[loop].A].ypos,   vertexbuffer[facebuffer[loop].A].zpos);    if(model->material[model->object_list[count].material_lookup].texture_id!=0){glTexCoord2f (texturevertex[texturefacebuffer[loop].B].u, texturevertex[texturefacebuffer[loop].B].v);}glVertex3f(vertexbuffer[facebuffer[loop].B].xpos,   vertexbuffer[facebuffer[loop].B].ypos,   vertexbuffer[facebuffer[loop].B].zpos);if(model->material[model->object_list[count].material_lookup].texture_id!=0){glTexCoord2f (texturevertex[texturefacebuffer[loop].C].u, texturevertex[texturefacebuffer[loop].C].v);}glVertex3f(vertexbuffer[facebuffer[loop].C].xpos,   vertexbuffer[facebuffer[loop].C].ypos,   vertexbuffer[facebuffer[loop].C].zpos);
  IIRC DevIL has an option when loading certain file formats to load them "flipped", which would be the easiest option if it still exists.Alternatively try multiplying all your 'v' coords by -1 should flip the image vertically. If you didn't want to change your model/vertex code you could do that by setting the texture matrix to a (1, -1) scale.   ;  This is akin to putting a plaster on a broken leg, you need to find the reason for this behaviour not just hide it.   ;if(ilGetInteger(IL_IMAGE_ORIGIN) != IL_ORIGIN_LOWER_LEFT){iluFlipImage();}should do it;  Thanks guys *-1 worked a treat, I'll give the ilut thing a try ASP.dmail totally agree, however as my code works in deb 4 and windows I know it's either the Devil or Nvidia drivers on deb 5.0. I have no control over these and have reported the behaviour, so for a quick temp fix I need the above. :) ;  IIRC it's a DevIL issue.BTW do you use ILUT or do you call glTexImage directly? The state set by the code I posted may be overridden by the ILUT loadTexture stuff. It's trivial to write your own version though.   