What is the convention OpenGL follows for cubemaps?
I followed this convention (found on a website) and used the correspondent GLenum to specify the 6 faces GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT
but I always get wrong Y, so I have to invert Positive Y with Negative Y face. Why?
________
| |
| pos y |
| |
_______|________|_________________
| | | | |
| neg x | pos z | pos x | neg z |
| | | | |
|_______|________|________|________|
| |
| |
| neg y |
|________|