Is there a way I can apply a texture ONCE across a NURB surface w/o the NURBS_MODE set to GLU_NURBS_TESELLATOR? If so, what do I need to add to the gluNurbSurface() function using an evaluator of GL_MAP2_TEXTURE_COORD_2. As of now, I’m getting multiple copies of my texture applied across the surface, which isn’t what I want. I’m currently using the control point array in the call to gluNurbSurface() with the texture evaluator. Maybe I’m getting this effect because the texture is being applied for every tesselated polygon on the surface?