Path: chuka.playstation.co.uk!news From: "Max" Newsgroups: scee.yaroze.freetalk.english Subject: Repeating Textures Date: Wed, 22 Aug 2001 14:34:55 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 40 Message-ID: <9m0ck6$b2i3@www.netyaroze-europe.com> NNTP-Posting-Host: modem-548.booger.dialup.pol.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Hi all, I believe this should be in the 3D newsgroup but it doesn't get much attention, so: Does anyone know how to set up repeating textures for TMDs? I have set up a texture window using GsDRAWENV around my texture, the idea is that if my coordinates go outside this texture window the texture should repeat up untill the coords are met. Thing is this does not work. My set up is: setRect(&GsDRAWENV.tw,standTex.left,standTex.top,standTex.width,standTex.hei ght); Then I set up the U and Vs on the primitive, i.e: primPtr->u0 = 0; primPtr->v0 = 0; primPtr->u1 = 32*10 primPtr->v1 = 0; primPtr->u2 = 0; primPtr->v2 = 96; primPtr->u3 = 32*10; primPtr->v3 = 96; This should repeat the texture 10 times as I multiply the width of the texture (32) by 10. Becuase there is a new texture window set up in VRAM I reference only this window thats why no matter what X position in the VRAM the image is as long as the .tw value of GsDRAWENV is set to that specific texture the top left will always be 0,0. Anyone have any ideas why its not working? All i get is the typical garbled up corrupted texture. Thanks in advance, Max P.S. When figured out this will also go in the DTMD mini tutorial.