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load_obj emits the second triangle of a quad from corners 0, 2 and 3, but read its texture coordinates from corners 0, 1 and 2, so half of every textured quad sampled the wrong part of the texture. The corner indices are now passed down to where the coordinates are read. A mesh with inward-facing triangles is flipped after loading, which swaps corners 1 and 2 of every face. The texture coordinates were left as they were. They are now swapped along with the corners.
OrcaSlicer tests
Building, running and writing tests is documented on the wiki, under How to Test.
Two files here rather than there, because coding agents only read what is in the repository: