You can assign texture coordinates outside the range [0,1] and have them either
clamp or repeat in the texture map. With repeating textures, if you have a
large plane with texture coordinates running from 0.0 to 10.0 in both
directions, for example, you'll get 100 copies of the texture tiled together on
the screen.
During repeating, the integer part of texture coordinates is
ignored, and copies of the texture map tile the surface. For most applications
where the texture is to be repeated, the texels at the top of the texture
should match those at the bottom, and similarly for the left and right edges.
The other possibility is to clamp the texture coordinates: Any values greater
than 1.0 are set to 1.0, and any values less than 0.0 are set to 0.0. Clamping
is useful for applications where you want a single copy of the texture to
appear on a large surface.
glTexParameteri( GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S,
GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T,
GL_REPEAT );