lib3ds + opengl текстура отображается плиткой

Всем привет, имеется проблема, при наложении текстуры и изменения её размера она ложится плиткой, пытаюсь поставить TEXTURE_NO_TILE в настройках текстуры, однако это не к чему не приводит.

Вот структура класса текстуры и меша

[Flags]
   public enum Lib3dsTextureMapFlags
   {
      LIB3DS_TEXTURE_DECALE = 0x0001,
      LIB3DS_TEXTURE_MIRROR = 0x0002,
      LIB3DS_TEXTURE_NEGATE = 0x0008,
      LIB3DS_TEXTURE_NO_TILE = 0x0010,
      LIB3DS_TEXTURE_SUMMED_AREA = 0x0020,
      LIB3DS_TEXTURE_ALPHA_SOURCE = 0x0040,
      LIB3DS_TEXTURE_TINT = 0x0080,
      LIB3DS_TEXTURE_IGNORE_ALPHA = 0x0100,
      LIB3DS_TEXTURE_RGB_TINT = 0x0200
   }
 public class Lib3dsTextureMap
   {
      //public uint user_id;
      //public object user_ptr;
      public string name = "";
      public Lib3dsTextureMapFlags flags;
      public float percent;
      public float blur;
      public float[] scale = new float[2];
      public float[] offset = new float[2];
      public float rotation;
      public float[] tint_1 = new float[3];
      public float[] tint_2 = new float[3];
      public float[] tint_r = new float[3];
      public float[] tint_g = new float[3];
      public float[] tint_b = new float[3];
   }
public class Lib3dsMaterial
   {
      //public uint user_id;
      //public object user_ptr;
      public string name = "";                       // Material name
      public float[] ambient = new float[3];   // Material ambient reflectivity
      public float[] diffuse = new float[3];   // Material diffuse reflectivity
      public float[] specular = new float[3];   // Material specular reflectivity
      public float shininess;                       // Material specular exponent
      public float shin_strength;
      public bool use_blur;
      public float blur;
      public float transparency;
      public float falloff;
      public bool is_additive;
      public bool self_illum_flag;
      public float self_illum;
      public bool use_falloff;
      public int shading;
      public bool soften;
      public bool face_map;
      public bool two_sided;            // Material visible from back
      public bool map_decal;
      public bool use_wire;
      public bool use_wire_abs;
      public float wire_size;
      public Lib3dsTextureMap texture1_map = new Lib3dsTextureMap();
      public Lib3dsTextureMap texture1_mask = new Lib3dsTextureMap();
      public Lib3dsTextureMap texture2_map = new Lib3dsTextureMap();
      public Lib3dsTextureMap texture2_mask = new Lib3dsTextureMap();
      public Lib3dsTextureMap opacity_map = new Lib3dsTextureMap();
      public Lib3dsTextureMap opacity_mask = new Lib3dsTextureMap();
      public Lib3dsTextureMap bump_map = new Lib3dsTextureMap();
      public Lib3dsTextureMap bump_mask = new Lib3dsTextureMap();
      public Lib3dsTextureMap specular_map = new Lib3dsTextureMap();
      public Lib3dsTextureMap specular_mask = new Lib3dsTextureMap();
      public Lib3dsTextureMap shininess_map = new Lib3dsTextureMap();
      public Lib3dsTextureMap shininess_mask = new Lib3dsTextureMap();
      public Lib3dsTextureMap self_illum_map = new Lib3dsTextureMap();
      public Lib3dsTextureMap self_illum_mask = new Lib3dsTextureMap();
      public Lib3dsTextureMap reflection_map = new Lib3dsTextureMap();
      public Lib3dsTextureMap reflection_mask = new Lib3dsTextureMap();
      public uint autorefl_map_flags;
      public int autorefl_map_anti_alias; // 0=None, 1=Low, 2=Medium, 3=High
      public int autorefl_map_size;
      public int autorefl_map_frame_step;
   }
 public class Lib3dsMesh
   {
      //public uint user_id;
      //public object user_ptr;
      public string name = "";                       // Mesh name. Don't use more than 8 characters
      public Lib3dsObjectFlags object_flags;  // see Lib3dsObjectFlags
      public byte color;                               // Index to editor palette [0..255]
      public float[,] matrix = new float[4, 4]; // Transformation matrix for mesh data
      public ushort nvertices;                      // Number of vertices in vertex array (max. 65535)
      public List<Lib3dsVertex> vertices;
      public List<Lib3dsTexturecoordinate> texcos;
      public List<ushort> vflags;
      public ushort nfaces;                        // Number of faces in face array (max. 65535)
      public List<Lib3dsFace> faces;
      public string box_front = "";
      public string box_back = "";
      public string box_left = "";
      public string box_right = "";
      public string box_top = "";
      public string box_bottom = "";
      public Lib3dsMapType map_type;
      public float[] map_pos = new float[3];
      public float[,] map_matrix = new float[4, 4];
      public float map_scale;
      public float[] map_tile = new float[2];
      public float[] map_planar_size = new float[2];
      public float map_cylinder_height;
   }