I have no idea why its happening, im not accessing the texture matrix in any way, im creating new textures on the fly when i generate my terrain..

I am positive its not my texture loading, i have saved that particular texture in BMP,JPG,PNG and TGA and the same problem occours.. and i dont have the same problem in any of my other applications that use the textures.. I also have a function built in to extract a TBitmap from the texture (using the loaded data) and that looks right too...

I tried those coords too, and i had a similar effect as before...

I have a little maths involved when calculating where the tiles are in the terrain...
[pascal]
For i := 0 to 256-1 Do
For j := 0 To 256-1 Do
Begin
v1 := Vertex3f((64*i), 0, (64*j));
v2 := Vertex3f((64*i)+64, 0, (64*j));
v3 := Vertex3f((64*i)+64, 0, (64*j)+64);
v4 := Vertex3f((64*i), 0, (64*j)+64);

// Bind texture
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3fv(@v1);

glTexCoord2f(1, 0);
glVertex3fv(@v1);

glTexCoord2f(1, 1);
glVertex3fv(@v3);

glTexCoord2f(0, 1);
glVertex3fv(@v4);
glEnd;
[/pascal]
I am fairly sure this gives the correct coords, and i am assuming that it shouldnt effect the texture coords?!?
Maybe i have the maths the wrong way around??