Apparently iv'e assumed something that i shouldn't have.. see.. the vertex shader that we use has a line which goes something like this:
gl_TexCoord = gl_TextureMatrix * gl_MultiTexCoord0;
This looks fine.. if we dont' set the texture matrix, it should ideally be and identity matrix .. or so i thought. Any way... Now .. after digging through all the code.. making modifications everywhere i could think off.. I finally figured .. i just had to get rid of the gl_TextureMatrix.. from the above line. Now i know i shouldn't be using it if im' not initializing it.. but cmon!! it worked before what happened now?. Is it defined somewhere that the default texture matrix is not ensured to be an Identity matrix?..