do you an image in which you're repeating your texture ?
Your image size must be too big, isn't ?
I think you should use a shader for your texture, it's more easy to control the x/y repetitions.
In the vertexShader, you have just to change uvBounds0 :
attribute vec3 position;
attribute vec2 uv;
varying vec2 uvVarying;
varying vec3 posVarying;
uniform mat4 agk_World;
uniform mat4 agk_ViewProj;
uniform vec4 uvBounds0;
void main()
{
vec4 pos = agk_World * vec4(position,1.0);
gl_Position = agk_ViewProj * pos;
posVarying = position.xyz;
uvVarying = uv * uvBounds0.xy*10 + uvBounds0.zw * 8; // change the 10 or 8 by the repeat number (x or y) you want
}
For the fragment shader, you can use a very simple code to test, like that :
uniform sampler2D texture0;
uniform vec4 agk_MeshDiffuse;
varying vec2 uvVarying;
void main()
{
gl_FragColor = (texture2D(texture0, uvVarying) * agk_MeshDiffuse);
}
For this shader, it doesn't use the light/sun or ambient, but there are some example in the shader threads
.
I hope this shader can help.
AGK2 tier1 - http://www.dracaena-studio.com