Original Post
Hi, I've just completed an implementation of harware instancing with MDX, drawing multiple trees. It works well but what I'm trying to do is make each object display the same texture in the same way - i.e. each tree looks the same. Unfortunately when I pass the texture to my shader (and when the texcoords are passed in DrawIndexedPrimtive) it seems to get jumbled up - the texture is all over the place. I suppose that's due to it reading the wrong texcoords or trying to spread the texture across all instances. I guessed that the use of two streams, and stream frequencies and so on makes this a special case, but I'm not sure what to do. Any suggestions? Forgot to mention that I use two subsets in my .x file. These render out all right, but could it be the source of my texturing problem?