title: LWJGL OpenGL texturing not correct
body: <p>I'm trying to make a simple button in OpenGL/LWJGL,</p>
  
  <p>I can render my 2D QUAD correctly, but when i implement the texture, only about 3/4 parts of the whole quad gets textured, like this: <a href="https://dl.dropboxusercontent.com/u/60223805/glerror1.png" rel="nofollow">https://dl.dropboxusercontent.com/u/60223805/glerror1.png</a></p>
  
  <p>and if i remove the texture coords i get this: <a href="https://dl.dropboxusercontent.com/u/60223805/glerror2.png" rel="nofollow">https://dl.dropboxusercontent.com/u/60223805/glerror2.png</a></p>
  
  <pre><code>     none.bind();
  
       co.Enable2D_GUI();
       GL11.glBegin(GL11.GL_QUADS);
      GL11.glTexCoord2f(0, 0);
          GL11.glVertex2f(co.width/2-200, co.height/2);
      GL11.glTexCoord2f(1, 0);
          GL11.glVertex2f(co.width/2+none.getTextureWidth(),co.height/2);
      GL11.glTexCoord2f(1, 1);
          GL11.glVertex2f(co.width/2+none.getTextureWidth(), co.height/2+none.getTextureHeight());
      GL11.glTexCoord2f(0, 1);
          GL11.glVertex2f(co.width/2-200, co.height/2+none.getTextureHeight());
       GL11.glEnd();
       co.Disable2D_GUI();
  </code></pre>
  
  <p>where none is an Texture (from slick-util library) and the functions Enable2D_GUI and Disable2D_GUI just enables and disable ortho and stuff.</p>
  
  <p>What can be wrong? I'm very new to OpenGL so im sorry if my question is a bit nooby</p>
  
  <p>This is my Enable2D_GUI and Disable2D_GUI functions:</p>
  
  <pre><code>    public void Enable2D_GUI() {
  
       GL11.glMatrixMode (GL11.GL_PROJECTION);
       GL11.glPushMatrix();
       GL11.glLoadIdentity ();
       GL11.glOrtho (0, width, height, 0, 1, -1);
       GL11.glDisable(GL11.GL_DEPTH_TEST);
       GL11.glMatrixMode (GL11.GL_MODELVIEW);
       GL11.glPushMatrix();
      GL11.glLoadIdentity();
  }
  
  public void Disable2D_GUI() {
      GL11.glMatrixMode(GL11.GL_PROJECTION);
      GL11.glPopMatrix();
      GL11.glMatrixMode(GL11.GL_MODELVIEW);
      GL11.glPopMatrix();
  
      GL11.glDisable(GL11.GL_BLEND);
      GL11.glEnable(GL11.GL_DEPTH_TEST);
  }
  </code></pre>
  
  <p>Now when I test it with a 3D QUAD it doesnt work either, same result. This is my OpenGL init code:</p>
  
  <pre><code>           GL11.glEnable(GL11.GL_TEXTURE_2D);
         GL11.glShadeModel(GL11.GL_SMOOTH);
         GL11.glClearColor(0f, 0.0f, 0.0f, 0.0f); 
         GL11.glClearDepth(1.0); 
         GL11.glEnable(GL11.GL_DEPTH_TEST);
         GL11.glDepthFunc(GL11.GL_LEQUAL); 
  
         GL11.glViewport(0, 0, width, height);
  
         GL11.glMatrixMode(GL11.GL_PROJECTION); 
         GL11.glLoadIdentity();
  
         GLU.gluPerspective(
               45.0f,
               (float)width/(float)height,
               0.5f,
               50.0f);
  
  
         GL11.glMatrixMode(GL11.GL_MODELVIEW);
         GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
  </code></pre>