Hi Peter,
In terms of texture:
lower left 0,0 : top right 1,1
This means the y coordinate is the opposite to that of a Windows surface.
In terms of 3d geometry:
centre of viewport surface: 0,0,0
lower left -x,-y
upper right+x,+y
toward viewer =+z
away from viewer =-z
Any point of a texture can be mapped to any point on a 2d/3d surface, so you can do inverted and mirror image textures at any scale. The pixels are interpolated so you don't see pixelation when the texture is close up or enlarged.
Charles