Original Post
I'm using the fixed function pipeline with D3D 8.1. I use IDirect3DDevice::SetTransform() to set the projection, view and world matrices. I was under the impression that I can set a matrix to also transform texture coordinates. I want to be able to scale and translate the texture coordinates to save some work when I generate each frame - this would save wuite a bit of work. But when I tried setting the appropriate transforms nothing happened - no difference at all! Any clues...?