I haven't really been able to find much information about this, A lot of people suggest using a translation matrix, but I am defining my vertices directly and nothing goes through translation.
How was this done in YE OLDE times such as the texture "scrolling" done in games like doom, duke3d, etc?
TLVERTEX* vertices; //my vertices
vertices[0].colour = D3DCOLOR_ARGB (Alpha,Light,Light,Light);
vertices[0].x = (float)x;
vertices[0].y = (float)y;
vertices[0].z = 0.0f;
vertices[0].rhw = 1.0f;
vertices[0].u = 0.0f ;//1 - 0
vertices[0].v = 0.0f ;//1 - 0
vertices[1].colour = D3DCOLOR_ARGB (Alpha,Light,Light,Light);
vertices[1].x = (float)x + 64;
vertices[1].y = (float)y;
vertices[1].z = 0.0f;
vertices[1].rhw = 1.0f;
vertices[1].u = 1.0f ;//0 - 1
vertices[1].v = 0.0f ;//0 - 0
vertices[2].colour = D3DCOLOR_ARGB (Alpha,Light,Light,Light);
vertices[2].x = (float)x + 64;
vertices[2].y = (float)y + 64;
vertices[2].z = 0.0f;
vertices[2].rhw = 1.0f;
vertices[2].u = 1.0f ;//0 - 1
vertices[2].v = 1.0f ;//0 - 0
vertices[3].colour = D3DCOLOR_ARGB (Alpha,Light,Light,Light);
vertices[3].x = (float)x;
vertices[3].y = (float)y + 64;
vertices[3].z = 0.0f;
vertices[3].rhw = 1.0f;
vertices[3].u = 0.0f ;//0 - 1
vertices[3].v = 1.0f ;//0 - 0