sgsrules wrote on Mar 26th, 2008, 9:44pm:that'll fix the translations but the coordinate space is still inverted. screw it, i'll just get used to it. 
I probably misunderstood what you're after, but once you invert the y scale coordinates will appear inverted, subsequent transforms are inverted, etc.  Try the following example with/without the call to scale(), isn't that what you want 
Quote: 
 
import processing.opengl.*;
void setup() {
  size(400,400,OPENGL);
}
void draw() {
  background(0);
  translate(width/2f, height/2f, 0f); // put 0,0 at screen center
  scale(1,-1,1); // flip y axis
  // draw positive axes saturated
  stroke(255,0,0);
  line(0,0,0, 100,0,0); // +x red
  stroke(0,255,0);
  line(0,0,0, 0,100,0); // +y green (points UP when inverted)
  // draw negative axes desaturated
  stroke(192,128,128);
  line(0,0,0, -100,0,0); // -x pink
  stroke(128,192,128);
  line(0,0,0, 0,-100,0); // -y ltgreen (points DOWN when inverted)
}