Normally,
one specifies texture coordinates between 0 and 1 to map to texels in the
texture image.
If
texture coordinates fall out of this range, OpenGL handles them according to
the
texture
wrapping mode.
It
is possible to set the wrap mode differently for s and t:
m_texture.SetSamplerObjectParameter(GL_TEXTURE_WRAP_S, GL_REPEAT);
m_texture.SetSamplerObjectParameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
