What is the best/good way to deal with mirrored textures?
Most questions I've found about it suggest to either invert the texture pixels before uploading to the card, or invert the UV coordinates of it.
The problem with inverting the UV coordinates (the way I'm tempted to do) is that I would need to create the VBO for UVs x 4 for all textures I'm going to use to be able to adjust for: normal, vertical mirrored, horizontal mirrored, vertical and horizontal mirrored. (I can use the same VBO but it's still UVs count x 4)
At first I thought I could just invert the order I draw the vertices of my quad but it didn't work, is there an elegant way to deal with this?