Draw texture quad with origin in center

Hello people!
I could not seem to find any information about how this is done, but how exactly are you supposed to draw a textured quad with the origin in it’s center?
I’m using SOIL for the textures. So this code is meant to draw a texture on a quad, where the texture decides the quads size. But the origin is still in the left corner.
Anybody able to give a hand?

       
{
	glPushMatrix();

		glTranslatef(GetGameObject()->Transform->Position->X, GetGameObject()->Transform->Position->Y, GetGameObject()->Transform->Position->Z);
		glBindTexture(GL_TEXTURE_2D, this->texture);
		//Render textured quad
		glBegin(GL_QUADS);
		glTexCoord2d(0.0, 0.0); glVertex2d(0.0, 0.0);
		glTexCoord2d(1.0, 0.0); glVertex2d(1 * scale->X , 0.0);
		glTexCoord2d(1.0, 1.0); glVertex2d(1 * scale->X, (height / width) * scale->Y);
		glTexCoord2d(0.0, 1.0); glVertex2d(0.0, (height / width) * scale->Y);
		glEnd();

	glPopMatrix();

I think you might be mixing up positions and texture coordinates.

Positions determine where your quad is rendered in space. Texture coordinates determine how each point on that quad is textured.

[QUOTE=Dark Photon;1286028]I think you might be mixing up positions and texture coordinates.

Positions determine where your quad is rendered in space. Texture coordinates determine how each point on that quad is textured.[/QUOTE]

Oh yes, thank you, I ended up fixing it by using the width and the height of the texture.
Also, for future references, don’t manually apply scale, use Scale3f instead.