OpenGL doesn't follow the standards?!? It uses proper mathematical convention, which is 0,0 -> bottom left (and right handed coordinate system for 3D).
I just said it doesn't follow the
2D computer graphics standards. Proper mathematical convention is fine, but I think it's inappropriate in this context, where everything else uses a top-left origin.
As SFML is dealing with more stuff related to 2D computer graphics (GUI, images, ...) than OpenGL, it can't be based on the same convention. I had to choose the more widely used.
OpenGL convention is having the texture origin in the bottom left, so the way it is now, is extremely impractical/confusing for all the GL users.
I know... I just want you to think more globally, not just with OpenGL in mind. Would you like window.SetPosition(0, 0) to put your window at the bottom-left corner of your desktop? Or image.GetPixel(0, 0) to be the bottom-left pixel of your image?
One temporary solution would be to push a -1 scale in y direction onto the OGL texture matrix stack...
I think that it would mess up many other things.