Original Post
Hi,
I''m trying to get Texture Wrapping going on a WinAmp Visualisation. I''ve done it before, and checked against a working app, but I can''t see why it isn''t going.
From my render function...
GetDevice()->SetRenderState(D3DRS_WRAP0, 0); GetDevice()->SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); GetDevice()->SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); GetDevice()->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); GetDevice()->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); GetDevice()->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0); GetDevice()->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); D3DXMatrixIdentity( &matTT ); matTT._31 = 0.0; matTT._32 = (jp.fYOffset / TEX_SIZE); GetDevice()->SetTransform(D3DTS_TEXTURE0, &matTT); GetDevice()->SetTexture(0, jp.tex); D3DXMatrixTranslation(&matWorld, 0.0, -0.5f, 3.5f); D3DXMatrixRotationYawPitchRoll(&matRotation, 0.0, 1.57, 0.0); D3DXMatrixScaling(&matScale, 1.0f, 1.0f, 1.0f); D3DXMatrixMultiply(&matWorld, &matScale, &matWorld); D3DXMatrixMultiply(&matWorld, &matRotation, &matWorld); GetDevice()->SetTransform( D3DTS_WORLD, &matWorld ); GetDevice()->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 4, 0, 2);Any texture outside 0.0 to 1.0 isn''t rendered. It looks like the texture wrap isn''t working. Please help, I''m on a tight schedule of an indefinate duration, TLS