The various websites I read describe the texture coordinates (u, v) such that v increases from 0 to 1, where 0 is the _bottom_ of the texture, and 1 is the _top_ of the texture.
When I try this with my own texture I observed the opposite behavior.
Perhaps it is because I specify my texture data to glTexImage2D() in row-major form, starting with the topmost row of the image, to the bottom-most.
Is everyone else passing data to glTexImage2D in the opposite order? (bottom to top)? And if so why, since most image formats save their data from the top to bottom.