What do you mean exactly? If you don't stretch the texture with the object then it will look wrong on things like people. If you mean things like terrain where you merely want things like grass to keep their original size relative to world units then what's wrong with using
scale object texture? See snippet below:
set display mode desktop width(), desktop height(), 32
sync on : sync rate 60 : sync
autocam off
position camera 0, 300, 0
point camera 0, 0, 0
color backdrop rgb(0,64,0)
ink rgb(255, 0, 0), 0
create bitmap 1, 256, 256
cls rgb(0, 0, 0)
s$ = "this is the texture"
for i = 0 to 10
text 50, 20+20*i, s$
next i
get image 1, 0, 0, 256, 256
set current bitmap 0
delete bitmap 1
make object plain 1, 100, 100
texture object 1, 1
clone object 2, 1
clone object 3, 1
scale object 2, 200, 200, 200
scale object 3, 200, 200, 200
position object 1, -205, 0, 0
position object 2, 0, 0, 0
position object 3, 205, 0, 0
xrotate object 1, -90
xrotate object 2, -90
xrotate object 3, -90
`set object filter 1, 0
`set object filter 2, 0
`set object filter 3, 0
scale object texture 3, 2, 2 ` is this what you mean?
repeat
sync
until spacekey()
end
[Actually, when I run that code the textures on objects 2 and 3 look dull. Not quite sure why that is.

] [
Edit This is a well-known "feature" of the way DBPro handles lighting for scaled objects - solved by using the command
set normalization on. It catches me out every time.

]