Original Post
I''ve come to an odd situation in Direct3D. I need to tile a subset of a texture. For example, let''s say the subset is from (0.3,0.3) to (0.7, 0.7) in UV coords like this:
+-------------------+ | | | | | +-------+ | | | tile | | | | this? | | | +-------+ | | | | | +-------------------+Is there a SANE way of tiling a subset of a texture like this, using only 1 quad? I''m fairly sure something like this is not part of basic texture UV usage, but I also know that Direct3D implements some pretty funky rendering concepts, so you never know. I can think of two hacks: - take the subset and make it into its own texture, so it can be tiled normally from 0 to X, and cut up the rendering pass (currently using 1 texture and 1 vertexbuffer) to use multiple textures... - keep inserting adjacent quads to manually tile, like the good old days of sprites. this means a varying amount of quads as the original quad grows/shrinks...