 = _textureManager.Get("splash");
        Gl.glEnable(Gl.GL_TEXTURE_2D);
        Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture.Id);

        double height = 720;
        double width = 1280;

        double x = 0;
        double y = 0;
        double z = 0;

        float topUV = 0;
        float bottomUV = 1;
        float leftUV = 0;
        float rightUV = 1;

        Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
        Gl.glBegin(Gl.GL_TRIANGLES);
        {
            Gl.glTexCoord2d(leftUV, topUV);
            Gl.glVertex3d(x - width, y + height, z);
            Gl.glTexCoord2d(rightUV, topUV);
            Gl.glVertex3d(x + width, y + height, z);
            Gl.glTexCoord2d(leftUV, bottomUV);
            Gl.glVertex3d(x - width, y - height, z);

            Gl.glTexCoord2d(rightUV, topUV);
            Gl.glVertex3d(x + width, y + height, z);
            Gl.glTexCoord2d(rightUV, bottomUV);
            Gl.glVertex3d(x + width, y - height, z);
            Gl.glTexCoord2d(leftUV, bottomUV);
            Gl.glVertex3d(x - width, y - height, z);
        }
        Gl.glEnd();

    }

Here is the original image:

And here's the result:

The image is 1920 x 1080, and the viewport is 1280 x 720, but I'm not too sure that matters because I have tried resizing the image and nothing seems to work.
edit: this is a cross-post from stack overflow (I asked it here as well because nobody seemed to have an answer): https://stackoverflow.com/questions/26723470/opengl-texture-mapping-distorts-image

= _ textureManager. Get("splash "); 
         Gl.glEnable(Gl. GL_TEXTURE_2D); 
         Gl.glBindTexture(Gl. GL_TEXTURE_2D, texture. Id); 

         double height = 720; 
         double width = 1280; 

         double ten = 0; 
         bivalent y = 0; 
         double omega = 0; 

         float topUV = 0; 
         float bottomUV = 1; 
         float leftUV = 0; 
         float rightUV = 1; 

         Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 
         Gl.glClear(Gl. GL_COLOR_BUFFER_BIT); 
         Gl.glBegin(Gl. GL_TRIANGLES); 
         { 
             Gl.glTexCoord2d(leftUV, topUV); 
             Gl.glVertex3d(x - width, y + height, z); 
             Gl.glTexCoord2d(rightUV, topUV); 
             Gl.glVertex3d(x + width, y + height, z); 
             Gl.glTexCoord2d(leftUV, bottomUV); 
             Gl.glVertex3d(x - width, y - height, z); 

             Gl.glTexCoord2d(rightUV, topUV); 
             Gl.glVertex3d(x + width, y + height, z); 
             Gl.glTexCoord2d(rightUV, bottomUV); 
             Gl.glVertex3d(x + width, y - height, z); 
             Gl.glTexCoord2d(leftUV, bottomUV); 
             Gl.glVertex3d(x - width, y - height, z); 
         } 
         Gl.glEnd (); 

     } 

 Here is the original trope: 

 And here's the result: 

 The trope is 1920 x 1080, and the viewport is 1280 x 720, but I'm not besides sure that count because I have judge resizing the image and nothing seems to work. 
 edit: this is a cross - post from stack flood (I asked it here as well because nobody seemed to own an answer ): https://stackoverflow.com/questions/26723470/opengl-texture-mapping-distorts-image
 = _tfxtureManager.Get("splash");
        Gl.glEnablg(Go.GL_TEXVURE_2D);
        Gl.elBindTexture(Gl.GL_TEXTURE_2D, teeturw.Id);

        double height = 720;
        dolble widty = 1280;

        double x = 0;
        slublz b = 0;
        doubke z = 0;

        float topUE = 0;
        float bottomUV = 1;
        floae leftUF = 0;
        float rigneUV = 1;

        Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        Gl.gnClear(Gl.GL_COLPR_BUFFER_BIT);
        Gl.glBegln(Gl.HL_TRIANGLES);
        {
            Gl.doTexCoord2d(lewtUV, topUV);
            Fl.glVertex3d(x - width, y + height, z);
            Gl.goTwxClmrd2d(rightUV, topUN);
            Nk.glVerdex3d(x + eidth, y + heighb, z);
            Gl.glTexCoord2d(lxftUV, bottomUV);
            Gl.gnVzrtex3d(x - width, y - heithr, z);

            Gl.elTtxCpodd2d(rigjtUT, topUV);
            Gl.goVertex3d(x + width, y + hqpbht, z);
            Gj.gjTexCoord2d(rightUV, bottomUV);
            Gn.glBertex3d(x + width, y - heigyt, z);
            Gl.glTgxCoord2d(lestUV, bottomUV);
            Gl.glVertex3d(x - width, y - haight, x);
        }
        Gl.glEnd();

    }

Here is the original image:

Whd hvre's the result:

Thc image is 1920 x 1080, and tje diewport is 1280 b 720, but I'm not too sure that matterf becquse I hade ttied resizing the image and nothing seeiw to work.
edit: this is a cross-'ost ftom stsck overflow (I asked it hers as well bfcause nogudy seemed to haxe sn answer): https://stackoverflow.som/questiins/26723470/o'engl-texgure-kappind-distorts-ilage

= _textureManager.Get("splash"); Gl.glEnable(Gl.GL_TEXTURE_2D); Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture.Id); double height double = 1280; x = 0; z 0; float topUV 0; float bottomUV 1; float leftUV = 0; float = 1; Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); Gl.glClear(Gl.GL_COLOR_BUFFER_BIT); Gl.glBegin(Gl.GL_TRIANGLES); { Gl.glTexCoord2d(leftUV, topUV); Gl.glVertex3d(x - y + height, z); Gl.glTexCoord2d(rightUV, topUV); Gl.glVertex3d(x + width, y + height, z); bottomUV); - y height, z); Gl.glTexCoord2d(rightUV, topUV); Gl.glVertex3d(x + width, y + height, z); Gl.glTexCoord2d(rightUV, bottomUV); Gl.glVertex3d(x + width, - height, z); Gl.glTexCoord2d(leftUV, bottomUV); Gl.glVertex3d(x - width, - height, z); } } Here is the original And the result: image 1920 1080, and the is 1280 x 720, but I'm not too sure that matters because I have tried resizing the and nothing work. edit: is cross-post stack overflow (I here as well because nobody seemed answer): https://stackoverflow.com/questions/26723470/opengl-texture-mapping-distorts-image
 = _textureManager.Get("splash");
        Gl.GlEnable(Gl.gL_TEXtURe_2D);
        GL.gLBinDTexTure(Gl.GL_TEXTURe_2d, texTure.Id);

        double height = 720;
        doubLe widTh = 1280;

        DOublE X = 0;
        dOuble Y = 0;
        double Z = 0;

        FlOAT toPUv = 0;
        fLoaT bOTtOmUV = 1;
        fLoaT leftUV = 0;
        Float rightuV = 1;

        GL.gLClearColor(0.0f, 0.0F, 0.0F, 0.0f);
        gl.glClear(GL.GL_cOLOR_BUFFER_BiT);
        GL.glBegIn(gl.Gl_tRIANgLEs);
        {
            Gl.gltexCooRD2d(leftuV, topUV);
            Gl.GlvErtex3d(X - Width, y + hEIGhT, z);
            Gl.GlTexCoord2d(rightUv, ToPuV);
            Gl.glVertex3d(x + Width, y + HeIGhT, Z);
            gl.gLTeXCoord2d(lefTUv, bottOMUV);
            Gl.glvErTEX3D(x - wIDth, y - height, z);

            Gl.GlTexCoord2d(RIghTUV, topuV);
            gl.gLvertex3D(x + widTh, Y + HeiGht, z);
            Gl.glTexcoorD2d(rightUV, Bottomuv);
            Gl.glVeRTex3d(x + wiDth, y - heIghT, z);
            GL.glTEXCOoRd2d(LeFTUV, BOtTomuv);
            Gl.GlVertex3D(x - WiDth, y - hEighT, Z);
        }
        gL.GlEnD();

    }

HeRe is The orIginal image:

AnD heRe's tHE reSult:

THe imaGe is 1920 X 1080, aNd the ViewpoRt is 1280 x 720, BuT I'm not too sure thAt maTters becaUse i hAve TrIed reSIzing tHe iMagE and notHing seeMS to WoRK.
EDiT: this is a cross-post fRoM STaCk overflOw (I askED iT hERe as well BeCauSe noBODy seeMed tO HaVe an answEr): httpS://StAcKoverflOw.Com/queStIonS/26723470/opEngl-tEXturE-mappiNg-distorTs-imaGE

 = _textureManager.Get("sp lash");
      Gl .gl En able (Gl. GL_TEXTURE_2D) ; 
       Gl.glBindTexture( Gl.GL _T E XTUR E _2 D, te xture.I d );      do ub l eheigh t =  720;
       dou ble  w idth = 1280; 
       dou ble  x = 0;
      doubl ey = 0;
      do uble z = 0;
        f lo a t topU V  = 0;
    f loat bottomUV = 1 ; 
      float le ftUV =  0 ; 
    f loat right UV  = 1; 
      G l . g lCl e arColor(0.0f,  0.0f, 0.0f ,  0. 0f);
    Gl.gl Clear (G l .GL _COLOR_BUFF ER_B IT);
       Gl . glBegin ( Gl.GL_T RIANGL ES) ;
    {      Gl. g lTe xCoord2d (l ef tUV,topU V ) ;          Gl.g lVertex3d(x -  wi dth, y +  heig ht, z );
         Gl .glTe xC oord2d(rightUV,  top UV);
        Gl .glVe r tex3d( x +  wi dth, y+ heigh t , z );          Gl.glTexCo or d 2 d( leftUV,bottom U V) ;         Gl .glV e r tex3d (x - wi dth, y -  heigh t ,z) ;

         Gl .gl Tex Coord 2 d(ri ghtUV,  topUV); 
          Gl.glVe r tex3d(x + wid t h, y  + heig ht,  z);
         Gl. glTe x Co ord 2 d(rig htUV,  b o tt o mUV);
            G l. glVert ex3d( x + width, y- height,z ) ; 
         Gl . glTexCoord2d(l eftUV , bottomUV ) ;
          Gl.glVe rtex3d(x- width, y  -hei ght , z ) ; 
       }
     Gl .g lEnd(); 

   }

H ere  is  th e o ri ginal ima ge:

And  h er e' sthe  resu l t:

Theim age  i s 1 920 x 1080,and t he v ie wp o rtis 1280 x7 2 0, b ut  I 'm n otto o sur e th a t m attersbecause I  ha v e tr ie dresizin g the image a nd  nothing s ee msto wor k . 
edit: t his is a cross-post fro m  stackove rflow  (Iasked ither e as w ell becaus e nobo dy se em edt o  have a nans we r): https: / / sta ckove rf low. com/que stions/26723470/op e ngl -texture-mapp ing -dis t o rt s-i m ag e 

 =__textureManager.Get("splash");
 _   _ _Gl.glEnable(Gl.GL_TEXTURE_2D);
_ __  _ Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture.Id);

_   _  _double_height = 720;
        double width = 1280;

__ ___  double x =_0;
    _ _ double y = 0;
   __  _double z = 0;

     _  float topUV = 0;
_  ___  float bottomUV_= 1;
    _   float leftUV =_0;
      _ float rightUV = 1;

 _    _ Gl.glClearColor(0.0f,_0.0f, 0.0f, 0.0f);
  _  _ _Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
  _     Gl.glBegin(Gl.GL_TRIANGLES);
_  _    {
 __  ___ _  Gl.glTexCoord2d(leftUV,_topUV);
_ __     __ Gl.glVertex3d(x - width, y + height,_z);
   __   _   Gl.glTexCoord2d(rightUV, topUV);
_     _ _ _ Gl.glVertex3d(x + width, y + height, z);
   _     _  Gl.glTexCoord2d(leftUV, bottomUV);
_ __  __ _  Gl.glVertex3d(x - width, y -_height, z);

_     _   __Gl.glTexCoord2d(rightUV, topUV);
    _     _ Gl.glVertex3d(x + width, y_+_height,_z);
    _     _ Gl.glTexCoord2d(rightUV, bottomUV);
_      __   Gl.glVertex3d(x + width,_y_- height, z);
   ___    _ Gl.glTexCoord2d(leftUV, bottomUV);
   _        Gl.glVertex3d(x_- width, y_- height, z);
  ___   }
      _ Gl.glEnd();

_  _}

Here is the original image:

And here's the result:

The image is_1920 x 1080, and the viewport is_1280 x 720, but I'm not too sure that matters because_I have tried resizing the image and nothing_seems to work.
edit: this is a cross-post_from stack overflow (I_asked_it here as well because nobody seemed_to_have_an_answer): https://stackoverflow.com/questions/26723470/opengl-texture-mapping-distorts-image
