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wrapping textures won't work :(

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I can't get my wrapping functions to work. I call
TexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
TexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT));
TexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
TexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST));

Before calling glTexImage2D (well actually I don't call this myself but through DevIL, an image loading library). But it doesn't wrap when I paint it.
   glEnable(GL_TEXTURE_2D);
   glBindTexture(GL_TEXTURE_2D, TextureManager::Instance().GetBoardTexture());
   glColor3f(1.0,1.0,1.0);
   glBegin(GL_QUADS);
      glNormal3f(0.0,0.0,1.0);
      glTexCoord2f(0.0f,0.0f);        glVertex2d(0.0,0.0);
      glTexCoord2f(1.0f,0.0f);     glVertex2d(1366.0,0.0);    
      glTexCoord2f(1.0f,1.0f);   glVertex2d(1366.0,768.0);
      glTexCoord2f(0.0f,1.0f);      glVertex2d(0.0,768.0);   
   glEnd();    
   glDisable(GL_TEXTURE_2D);  

Am I missing something or could it be that I am using DevIL instead of calling glTexImage2D? Here is the exact texture creation code for those interested
ilBindImage (mImgID);
glBindTexture(GL_TEXTURE_2D, mName);
	
bool mipmap=false;
std::vector<TextureParameter>::iterator it = mParameters.begin();
    for(; it!=mParameters.end();it++){
      it->Apply();
      if(it->param == GL_LINEAR_MIPMAP_LINEAR || 
         it->param == GL_LINEAR_MIPMAP_NEAREST ||
         it->param == GL_NEAREST_MIPMAP_LINEAR || 
         it->param == GL_NEAREST_MIPMAP_NEAREST){
	   mipmap=true;
   }
}  

ilutGLTexImage(0);	
if(mipmap){
  ilutGLBuildMipmaps();	
}
    

ilDeleteImages(1, &mImgID);


it->Apply() calls the glTexParameteri in a TextureParameter struct. Thanks in advance...

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You mean it doesn't repeat? That's because the texture coordinates are in the range [0..1]. Try something like this:
   glBegin(GL_QUADS);
glNormal3f(0.0,0.0,1.0);
glTexCoord2f(0.0f,0.0f); glVertex2d(0.0,0.0);
glTexCoord2f(10.0f,0.0f); glVertex2d(1366.0,0.0);
glTexCoord2f(10.0f,10.0f); glVertex2d(1366.0,768.0);
glTexCoord2f(0.0f,10.0f); glVertex2d(0.0,768.0);
glEnd();

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Also, you need to call the glTexParameteri stuff AFTER the glBindTexture call in your texture loader routine.
All calls of glTexParameteri alter the state of the currently bound texture, so if no texture is bound at that stage, nothing happens.

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