   Problem with importing texture from Blender to DirectX.
  I created a spaceship model in Blender and I exported it as a .obj file.  In my DirectX program I imported the vertices, normals, and textures.At first the texture mapping was incorrect, but I found out that it was because DirectX considers the origin of the (u,v) system to be on the upper-left of a texture and Blender considers it to be at the lower-left. So I did 1.0 - v for all the texture coordinates.Then, i got everything working except....For some reason the texture on my spaceship mesh looks like it has been mirrored.  The name of the spaceship, which is on the surface of the ship, is backwards, as if I were looking at it through a mirror.  Are there any possible reasons why this is happening?   
  Have you tried 1.0 - u for the u coordinate? I think that could solve your problem.[Edit] Or no wait, the rest of the texture looks fine I guess. I think your normals are facing the opposite direction or something, try reversing the order of your triangle vertices.   ;  I don't know a whole lot about blender, but I'm pretty sure that it uses a different coordinate system than the default left-handed system in DirectX.   