Recently my textures went crazy. Last 2 textures that I tried to map appeared as in the picture below. I want it to appear as in the first picture but no matter what I did, it insists on appearing like in the latter one. Ignore the text please, it has nothing to do with texture.


I am using GLUT for my openGL windowing, and GLM obj loader's tga reader. I used the reader many times before and there was no problem. It just stopped working for my last two attempts to load texture. The related code is below:
Texture onScreenTexture;
if (LoadTGA(&onScreenTexture, "back.tga"))
{
glGenTextures(1, &onScreenTexture.texID);
glBindTexture(GL_TEXTURE_2D, onScreenTexture.texID);
glTexImage2D(GL_TEXTURE_2D, 0, onScreenTexture.bpp / 8, onScreenTexture.width, onScreenTexture.height, 0, onScreenTexture.type, GL_UNSIGNED_BYTE, onScreenTexture.imageData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (onScreenTexture.imageData)
{
free(onScreenTexture.imageData);
}
}
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, onScreenTexture.texID);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBegin(GL_QUADS);
glTexCoord2f(0,0); glVertex2f(10.0, 10.0);
glTexCoord2f(0,1); glVertex2f(260, 10.0);
glTexCoord2f(1,1); glVertex2f(260, 110);
glTexCoord2f(1,0); glVertex2f(10.0, 110);
glEnd();
glDisable(GL_TEXTURE_2D);