Here is the reference of library I am using
The texture when pasted over a opengl wall looks low in resolution and has poor quality, how can I improve it?
code
ground->m_texture = new cTexture2D();
fileload = ground->m_texture->loadFromFile(RESOURCE_PATH("resources/images/shadow.bmp"));
ground->setUseTexture(true);
ground->m_texture->setSphericalMappingEnabled(true);//this line is for circular objects, but without it texture doesnt even show up
from an example – how it should look

How it looks in my implementation
Okay, what’s happening is the following: Spherical mapping generates texture coordinates based on the vertex-to-viewport vector and the normal at the vertex to map it into a spherical reflection directions mapped into a sort-of fisheye image. Since your geometry looks like it’s quite flat, the variation of texture coordinates generated by this method will be rather small, which means, that you’re largely magnifying your image. If now your texture filtering mode is set to nearest filtering, this is what will happen.
Solution: don’t use spherical texture mapping. If you want to emulate a reflection, use cubemaps (they behave much better for small deviations in the reflection vector) and switch to linear filtering mode.