Hi all,

I have yet another problem...
I have a simple quad, and i want to bind a texture to it.. nice and simple..
[pascal]
Textures.Bind('Path1');
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(0, 0.1, 12;

glTexCoord2f(1, 0);
glVertex3f(64, 0.1, 12;

glTexCoord2f(1, 1);
glVertex3f(64, 0.1, 192);

glTexCoord2f(0, 1);
glVertex3f(0, 0.1, 192);
glEnd;
[/pascal]

how ever instead of the texture turning out like:


it turns out like:


Iv messed around with the texture coords and the only result that i get is with:
0, 0
1, 0
0, 1
-1, 1

But this messes the edges of my textures up..

Im not sure if its the way OpenGL draws quads, but it seems to render as a 2 triangles..

Is there any OpenGL function that will cause this kinda thing??