I found that OpenGL ES 1.1 works both ways. Here is example for a quad:
GLfloat verts[] = {
0, height, // left bottom
width, height, // right bottom
0, 0, // left top
width, 0 // right top
};
Other direction:
GLfloat verts[] = {
0, height,
0, 0,
width, height,
width, 0
};
rendered with glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
Some people say you should create the vertices in counter-clockwise order. Why?