Why is origin usually top left corner in painting APIs when logically and native GL is at bottom left corner?
问题 I notice that a lot of drawing APIs have their 0,0 origin at the top left corner, so y actually goes down as it increases. I wonder why is that? Any particular advantage to not working in what I personally consider to be more logical bottom left corner (the origin of a regular x/y grid), which also happens to be the native representation of coordinates in hardware rendering APIs? Or maybe it has something to do with the way scanline rendering or even display refresh goes? 回答1: 2D raster