There's a feature of DirectX called "samplers" or "sampler state". A sampler has the clamping/repeating/filtering settings used with a texture. This lets you use the same texture with in 2 different samplers with different settings
My experience is, except for the examples in books, I've never seen that ability used. I've never seen a game asset (shipped 17 games) that used a single texture in such a way that 2 samplers would be needed, one with the settings one way and other with the settings another way for the same texture. For the stuff I've worked on there's always been a 1 texture to 1 sampler mapping.
Do you know of any games that have needed to use more than 1 sampler for the same texture?
If you know of one please name the game and where in the game the feature is used.