Hi Joris i did look into it and i took it complete out and hard coded them
took that line out
FFGLTexCoords maxCoords = GetMaxGLTexCoords(Texture);
glBegin(GL_QUADS);
//By default an image texture exists
//lower left
glTexCoord2f(0, 0);
//glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
glVertex2f(-1, -1);
//upper left
glTexCoord2f(0, 1);
//glMultiTexCoord2f(GL_TEXTURE0, 0, maxCoords.t);
glVertex2f(-1, 1);
//upper right
glTexCoord2f(1, 1);
//glMultiTexCoord2f(GL_TEXTURE0, maxCoords.s, maxCoords.t);
glVertex2f(1, 1);
//lower right
glTexCoord2f(1, 0);
//glMultiTexCoord2f(GL_TEXTURE0, maxCoords.s, 0);
glVertex2f(1, -1);
glEnd();
Do you have any more advise for me