The texture coordinates of each face define the region in the texture that is mapped onto that particular face. Your application can use a wrap to calculate texture coordinates.
Your application can use the D3DRENDERSTATE_WRAPU and D3DRENDERSTATE_WRAPV render states (from the D3DRENDERSTATETYPE enumerated type) to specify how the rasterizer should interpret texture coordinates. The rasterizer always interpolates the shortest distance between texture coordinates—that is, a line. The path taken by this line, and the valid values for the u- and v-coordinates, varies with the use of the wrapping flags. If either flag is set, the line can wrap around the texture edge in the u- or v- direction, as if the texture had a cylindrical topology. If both flags are set, the texture has a toroidal topology.
Although texture coordinates that are outside the valid range may be truncated to valid values, this behavior is not defined.
Typically, applications set a wrap flag for cylindrical wraps when the intersection of the texture edges does not match the edges of the face, and do not set a wrap flag when more than half of a texture is applied to a single face.