Platform SDK: DirectX

Texture Wrapping State

[C++]

Note  The u- and v-wrapping render states D3DRENDERSTATE_WRAPU and D3DRENDERSTATE_WRAPV are obsolete and have been superseded by the D3DRENDERSTATE_WRAP0 through D3DRENDERSTATE_WRAP7 render states.

These wrapping render states enable and disable u- and v-wrapping for various textures in the device's multitexture cascade. Set these render states to a combination of the D3DWRAPCOORD_0, D3DWRAPCOORD_1, D3DWRAPCOORD_2, and D3DWRAPCOORD_3 flags to enable wrapping in first, second, third, and fourth directions of the texture, use a value of zero to disable wrapping altogether. Texture wrapping is disabled in all directions for all texture stages by default. For a conceptual overview, see Texture Wrapping.

Although D3DRENDERSTATE_WRAPU and D3DRENDERSTATE_WRAPV are superseded, the IDirect3DDevice7 interface still recognizes them. These older render states, when passed to the IDirect3DDevice7::SetRenderState affect u- and v-texture wrapping for the first texture stage (stage 0).

[Visual Basic]

The D3DRENDERSTATE_WRAP0 through D3DRENDERSTATE_WRAP7 render states control texture wrapping for various textures in the device's multitexture cascade. Set these render states to a combination of the D3DWRAPCOORD_0, D3DWRAPCOORD_1, D3DWRAPCOORD_2, and D3DWRAPCOORD_3 values from the CONST_D3D enumeration to enable wrapping in first, second, third, and fourth directions of the texture, use a value of zero to disable wrapping altogether. Texture wrapping is disabled in all directions for all texture stages by default. For a conceptual overview, see Texture Wrapping.