   .x file and OpenGL coordinate frame differences
  Hello,I am an OpenGL user and I am trying to load a .x file into my program. It's all working fine but I first realised the problem when trying to texture map the model - it was all messed up.By a stroke of genius [smile] (remembering the issues with DDS textures) I changed all the y texture coordinates as:texCoord.y = 1.0 - texCoord.y;and it was better but the 'writing' on the texture was 'mirrored'. I went ahead and negated the y-component of the vertices and normals as well and it looks OK.However, the code has turned into a mess and ofcourse the vertex winding order has also reversed [crying].My question is: is there a simple way to transform vertices/normals/texture coordinates from the Direct3D coordinate system (or whatever the .x file follows) to one that will translate to the OpenGL coordinate system?   