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OpenGL Dealing with different coordinate systems across API's

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In directx, the coordinate system places (0,0) at the top left both for rendering and texture coordinates. +Z is also oriented into the screen. For opengl on the other hand, everything that I mentioned is reversed. My question is, in a cross platform engine, how does one gracefully handle these issues? An example of where this issue is particularly bad is in specifying texture coordinates. In your vertex shader (Im using CG btw), you have to flip your texture coordinates depending on what API is being used...

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