Scaling, rotating and translating a 2D texture

Hello,

Is there a de facto standard for applying translate, rotate, and scale transformations to a 2D texture on a cube face, for example? What do end-users expect?

I mean, should I scale, then rotate, then translate? Or use a different order?

Not to discover within ten years, I am doing something different from all other 3D graphics programs.

Thank you.

Could this be the rationale?

It is advised to first do scaling operations, then rotations and lastly translations when combining matrices otherwise they may (negatively) affect each other. For example, if you would first do a translation and then scale, the translation vector would also scale!

Source: LearnOpenGL - Transformations

Thanks.

This might help: glTF/extensions/2.0/Khronos/KHR_texture_transform/README.md at main · KhronosGroup/glTF · GitHub

Consider too that scaling can be non-uniform, so if only one axis is scaled, you get less distortion if you scale before rotation, than doing it the other way around.

Thanks a lot; the link contains a ready-to-use shader, too.