Put an image as backgroun in a quad

You can read a piece of code: the idea is to fullfill a polygon quad with a texture ( the image is repeated inside the quad).

The code is : coliru.stacked-crooked.com/a/400b648e7442eeb3 ( dont know why i cant attach URL)
I want that the image would repeat only once: in other words to put the image as background of the polygon. Im in a 800x600 window, and i would like to put a billiards table for example 600x400 ( in a quad defined by the glvertex3i). It could be glvertex2i and implemented in 2D,as is a 2D game.

Any help would be apreciated

Also i have a better code to support any jpg file instead of loadtexture and readjpeg( i think):

 GLuint MyLoadTexture(std::string const filename)
    {
        GLuint texname = 0;
        /* this is actually tied to the OpenGL context, so this should
        * actually be a map GLcontext -> std::string -> texturename */
        static std::map<std::string, GLuint> loaded_textures;
        if( loaded_textures.find(filename) != loaded_textures.end() ) {
            texname = loaded_textures[filename];
            glBindTexture(GL_TEXTURE_2D, texname);
            return texname;
        }
    
        int width,height;
        std::vector<uint8_t> image;
        if( ReadJPEG(filename, &image, &width, &height) ) {
            std::cerr
                << "error reading JPEG"
                << std::endl;
            return 0;
        }
    
        glGenTextures(1, &texname);
        if( !texname ) {
            std::cerr
                << "error generating OpenGL texture name"
                << std::endl;
            return 0;
        }
    
        glBindTexture(GL_TEXTURE_2D, texname);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
        glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
    
       /* glTexImage2D(
            GL_TEXTURE_2D, 0, GL_RGB,
            width, height, 0,
            GL_RGB,
            GL_UNSIGNED_BYTE, buffer );
        */
        glTexImage2D(
               GL_TEXTURE_2D, 0, GL_RGB,
               width, height, 0,
               GL_RGB,
               GL_UNSIGNED_BYTE, &image[0]);
    
        loaded_textures[filename] = texname;
    
        return texname;
    }

    int ReadJPEG(
        std::string const filename,
        std::vector<uint8_t> *image,
        int *width, int *height )
    {
    	 if( !image ) {
    	        return -1;
    	    }
    
    	    FILE * const infile = fopen(filename.c_str(), "rb");
    	    if( !infile ) {
    	        std::cerr
    	            << "error opening file "
    	            << filename
    	            << " : "
    	            << strerror(errno)
    	            << std::endl;
    	        return -2;
    	    }
    
    	    struct jpeg_decompress_struct cinfo;
    	    struct jpeg_error_mgr jerr;
    	    cinfo.err = jpeg_std_error(&jerr);
    
    	    jpeg_create_decompress(&cinfo);
    
    	    jpeg_stdio_src(&cinfo, infile);
    	    jpeg_read_header(&cinfo, TRUE);
    	    jpeg_calc_output_dimensions(&cinfo);
    	    jpeg_start_decompress(&cinfo);
    
    	    if( width )  { *width  = cinfo.output_width;  }
    	    if( height ) { *height = cinfo.output_height; }
    
    	    size_t const stride = cinfo.output_width * cinfo.output_components;
    	    image->resize(cinfo.output_height * stride);
    
    	    for(size_t i = 0; i < cinfo.output_height;) {
    	        uint8_t * const row =  &(*image)[stride * i];
    	        i += jpeg_read_scanlines(&cinfo, (unsigned char**)&row, 1);
    	    }
    	    jpeg_finish_decompress(&cinfo);
    
    	    fclose(infile);
    	    return 0;
    	}

[QUOTE=ejgutierrez;1281997]You can read a piece of code: the idea is to fullfill a polygon quad with a texture ( the image is repeated inside the quad).

I want that the image would repeat only once: in other words to put the image as background of the polygon. Im in a 800x600 window, and i would like to put a billiards table for example 600x400 ( in a quad defined by the glvertex3i). It could be glvertex2i and implemented in 2D,as is a 2D game.

Any help would be apreciated

Also i have a better code to support any jpg file instead of loadtexture and readjpeg( i think):

 GLuint MyLoadTexture(std::string const filename)
    {
        GLuint texname = 0;
        /* this is actually tied to the OpenGL context, so this should
        * actually be a map GLcontext -> std::string -> texturename */
        static std::map<std::string, GLuint> loaded_textures;
        if( loaded_textures.find(filename) != loaded_textures.end() ) {
            texname = loaded_textures[filename];
            glBindTexture(GL_TEXTURE_2D, texname);
            return texname;
        }
    
        int width,height;
        std::vector<uint8_t> image;
        if( ReadJPEG(filename, &image, &width, &height) ) {
            std::cerr
                << "error reading JPEG"
                << std::endl;
            return 0;
        }
    
        glGenTextures(1, &texname);
        if( !texname ) {
            std::cerr
                << "error generating OpenGL texture name"
                << std::endl;
            return 0;
        }
    
        glBindTexture(GL_TEXTURE_2D, texname);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
        glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
    
       /* glTexImage2D(
            GL_TEXTURE_2D, 0, GL_RGB,
            width, height, 0,
            GL_RGB,
            GL_UNSIGNED_BYTE, buffer );
        */
        glTexImage2D(
               GL_TEXTURE_2D, 0, GL_RGB,
               width, height, 0,
               GL_RGB,
               GL_UNSIGNED_BYTE, &image[0]);
    
        loaded_textures[filename] = texname;
    
        return texname;
    }

    int ReadJPEG(
        std::string const filename,
        std::vector<uint8_t> *image,
        int *width, int *height )
    {
    	 if( !image ) {
    	        return -1;
    	    }
    
    	    FILE * const infile = fopen(filename.c_str(), "rb");
    	    if( !infile ) {
    	        std::cerr
    	            << "error opening file "
    	            << filename
    	            << " : "
    	            << strerror(errno)
    	            << std::endl;
    	        return -2;
    	    }
    
    	    struct jpeg_decompress_struct cinfo;
    	    struct jpeg_error_mgr jerr;
    	    cinfo.err = jpeg_std_error(&jerr);
    
    	    jpeg_create_decompress(&cinfo);
    
    	    jpeg_stdio_src(&cinfo, infile);
    	    jpeg_read_header(&cinfo, TRUE);
    	    jpeg_calc_output_dimensions(&cinfo);
    	    jpeg_start_decompress(&cinfo);
    
    	    if( width )  { *width  = cinfo.output_width;  }
    	    if( height ) { *height = cinfo.output_height; }
    
    	    size_t const stride = cinfo.output_width * cinfo.output_components;
    	    image->resize(cinfo.output_height * stride);
    
    	    for(size_t i = 0; i < cinfo.output_height;) {
    	        uint8_t * const row =  &(*image)[stride * i];
    	        i += jpeg_read_scanlines(&cinfo, (unsigned char**)&row, 1);
    	    }
    	    jpeg_finish_decompress(&cinfo);
    
    	    fclose(infile);
    	    return 0;
    	}

[/QUOTE]

The code is: coliru.stacked-crooked.com/a/400b648e7442eeb3

Please can anyone help ??

You need to research texture wrapping using GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T.

Here is a link with some info:
http://gamedev.stackexchange.com/questions/62548/what-does-changing-gl-texture-wrap-s-t-do