Your Direct3D application can assign texture coordinates to any vertex of any primitive. For details, see Texture Coordinates. Typically, the U and V texture coordinates that you assign to a vertex will be in the range of 0.0 to 1.0 inclusive. However, by assigning texture coordinates outside that range, you can create certain special texturing effects.
You control what Direct3D does with texture coordinates that are outside the [0.0, 1.0] range by setting the texture addressing mode. For instance, you can have your application set the texture addressing mode such that a texture is tiled across a primitive. The following topics contain additional details: