After following the advice from that code, I changed mine to do the same thing (relatively speaking):
Code:
//before
glTexCoord2f(0f,0f);
glVertex2f(Vertices.get(0).x, Vertices.get(0).y);
glTexCoord2f(0f,1f);
glVertex2f(Vertices.get(1).x, Vertices.get(1).y);
glTexCoord2f(1f,1f);
glVertex2f(Vertices.get(2).x, Vertices.get(2).y);
glTexCoord2f(1f,0f);
glVertex2f(Vertices.get(3).x, Vertices.get(3).y);
//after
glTexCoord2f(0f,0f);
glVertex2f(Vertices.get(0).x, Vertices.get(0).y);
glTexCoord2f(0f,10f);
glVertex2f(Vertices.get(1).x, Vertices.get(1).y);
glTexCoord2f(10f,10f);
glVertex2f(Vertices.get(2).x, Vertices.get(2).y);
glTexCoord2f(10f,0f);
glVertex2f(Vertices.get(3).x, Vertices.get(3).y);
Although the output is far from desired:
