Yes, this should be fixed in sfml
I came across it few weeks ago when I was porting part of my framework for another project to sfml, but, because I have my own implementations for every operation I need, I fixed it as easy as changing variable v to -v, better explained
glTexCoord2f(pVertex->u,pVertex->v);
(obviously, I use triangles in my rendering code)
I found a number of "misunderstandings" but they hardly make me any problem, because I don't depend on sfml functions, but I'll post all of them when I find time for it,
anyway, it's a really good library, and I'm impressed, I hardly ever used another library than my knowledge for writing portable applications and "universal" functions but I could use half of them from sfml to change mine
great work, keep up