texture coordinates upside down

I’m trying to make a skybox but when i load the texture in front face seems to be rotated around 180 degrees
What could be the problem?

void DrawSkybox()
{
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D,skybox_texture_id);
	glBegin(GL_QUADS);
	glTexCoord2f(0.0f,0.0f);									// front face
	glVertex3f(-100.0f,-100.0f,-100+my_position.z);
	glTexCoord2f(1.0f,0.0f);
	glVertex3f(100.0f,-100.0f,-100+my_position.z);
	glTexCoord2f(1.0f,1.0f);
	glVertex3f(100.0f,100.0f,-100+my_position.z);
	glTexCoord2f(0.0f,1.0f);
	glVertex3f(-100.0f,100.0f,-100+my_position.z);
	glTexCoord2f(0.0f,0.0f);									// left face
	glVertex3f(-100.0f+my_position.x,-100.0f,100.0f);
	glTexCoord2f(1.0f,0.0f);
	glVertex3f(-100.0f+my_position.x,-100.0f,-100.0f);
	glTexCoord2f(1.0f,1.0f);
	glVertex3f(-100.0f+my_position.x,100.0f,-100.0f);
	glTexCoord2f(0.0f,1.0f);
	glVertex3f(-100.0f+my_position.x,100.0f,100.0f);
	glTexCoord2f(0.0f,0.0f);									// right face
	glVertex3f(100.0f+my_position.x,-100.0f,-100.0f);
	glTexCoord2f(1.0f,0.0f);
	glVertex3f(100.0f+my_position.x,-100.0f,100.0f);
	glTexCoord2f(1.0f,1.0f);
	glVertex3f(100.0f+my_position.x,100.0f,100.0f);
	glTexCoord2f(0.0f,1.0f);
	glVertex3f(100.0f+my_position.x,100.0f,-100.0f);
	glTexCoord2f(0.0f,0.0f);									// back face
	glVertex3f(100.0f,-100.0f,100.0f+my_position.z);
	glTexCoord2f(1.0f,0.0f);
	glVertex3f(-100.0f,-100.0f,100.0f+my_position.z);
	glTexCoord2f(1.0f,1.0f);
	glVertex3f(-100.0f,100.0f,100.0f+my_position.z);
	glTexCoord2f(0.0f,1.0f);
	glVertex3f(100.0f,100.0f,100.0f+my_position.z); 
	glTexCoord2f(0.0f,0.0f);									// upper face
	glVertex3f(-100.0f,100.0f+my_position.y,-100.0f);
	glTexCoord2f(1.0f,0.0f);
	glVertex3f(100.0f,100.0f+my_position.y,-100.0f);
	glTexCoord2f(1.0f,1.0f);
	glVertex3f(100.0f,100.0f+my_position.y,100.0f);
	glTexCoord2f(0.0f,1.0f);
	glVertex3f(-100.0f,100.0f+my_position.y,100.0f);
	glTexCoord2f(0.0f,0.0f);									// lower face
	glVertex3f(-100.0f,-100.0f+my_position.y,100.0f);
	glTexCoord2f(1.0f,0.0f);
	glVertex3f(100.0f,-100.0f+my_position.y,100.0f);
	glTexCoord2f(1.0f,1.0f);
	glVertex3f(100.0f,-100.0f+my_position.y,-100.0f);
	glTexCoord2f(0.0f,1.0f);
	glVertex3f(-100.0f,-100.0f+my_position.y,-100.0f);
	glEnd();
	glDisable(GL_TEXTURE_2D);
	
}

 

Im using tgaloader found on nehes tutorial #6 in glut code example and init textures

 
void InitSkyboxTextures()
{
	image_t temp_image;
	glEnable(GL_TEXTURE_2D);
	glPixelStorei(GL_UNPACK_ALIGNMENT,1);
	glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE); 
	glGenTextures(1,&skybox_texture_id);
	glBindTexture(GL_TEXTURE_2D,skybox_texture_id);
	tgaLoad("starfield_nebulax.tga",&temp_image,TGA_DEFAULT);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
	glDisable(GL_TEXTURE_2D);
}
 

I know BMP’s are saved in the order of bottom to top but I don’t know if that is also true for tga files.