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UV conventions in Direct X and OpenGL

In my understanding, V-axis of UV coordinates indicates top-to-bottom direction in texture images in DX but bottom-to-top in OpenGL right?

Then regarding "red" and "green" in normal maps as U and V axes and according to that convention, positive "green" values in normal maps indicate -Y and +Y in an object coordinates for DX and OpenGL, respectively.

TL;DR

Mitsuba 3 seems to follow Direct X's convention.

In Mitsuba 3?

The convention for UV coordinates of textures

For test, I will use the fo…

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@Disgruntoad
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