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tiled texturing newbie

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I''m trying to draw a tiled floor by having a texture repeat on a two-triangle square. However, the whole square just adopts the color of the texture at pixel (0,0). this is my custom vertex:
struct TexVertex
    D3DXVECTOR3 pos;
    D3DXVECTOR3 norm;
    int tu, tv;
    TexVertex( const D3DXVECTOR3* posIn, const D3DXVECTOR3* normIn, int tuIn,
               int tvIn )
        : pos( *posIn ), norm( *normIn), tu( tuIn ), tv( tvIn ){}
    TexVertex& operator=( const TexVertex& in )
        { pos = in.pos; norm = in.norm; tu = in.tu; tv = in.tv; return *this; }
This is where I set up the vertex buffer:
    // set up floorBuf

    TexVertex floorVertices[] = 
        TexVertex( &D3DXVECTOR3( 0, 0, 0 ), &D3DXVECTOR3( 0, 0, -1 ),
                   0, tiles ), // bottom left

        TexVertex( &D3DXVECTOR3( 0, Globals::tileSize * tiles, 0 ),
                   &D3DXVECTOR3( 0, 0, -1 ), 0, 0 ), // top left

        TexVertex( &D3DXVECTOR3( Globals::tileSize * tiles, 0, 0 ),
                   &D3DXVECTOR3( 0, 0, -1 ), tiles, tiles ), // bottom right

        TexVertex( &D3DXVECTOR3( Globals::tileSize * tiles,
                                 Globals::tileSize * tiles, 0 ),
                   &D3DXVECTOR3( 0, 0, -1 ), tiles, 0 ) // top right

    void* pFloorVertices;
    if( D3D_OK != pd3dDevice->CreateVertexBuffer(
                        4 * sizeof( TexVertex ), 0,
                        D3DFVF_TEXVERTEX, D3DPOOL_DEFAULT, &floorBuf ) )
        throw "FAILED to allocate vertex buffer for floor";

    if( FAILED( floorBuf->Lock( 0, sizeof( floorVertices ),
                                (BYTE**)&pFloorVertices, 0 ) ) )
        throw "FAILED to lock vertex buffer for floor";

    memcpy( pFloorVertices, floorVertices, sizeof( floorVertices ) );
and here''s where I draw the floor:
    D3DMATERIAL8 floorMat = { { 1.0f, 1.0f, 1.0f, 1.0f, },
                             { 1.0f, 1.0f, 1.0f, 1.0f, },
                             { 0.0f, 0.0f, 0.0f, 1.0f, },
                             { 0.0f, 0.0f, 0.0f, 1.0f, }, 0.0f, };
    pd3dDevice->SetMaterial( &floorMat );

    pd3dDevice->SetTexture( 0, tileTex->getResource() );

    pd3dDevice->SetStreamSource( 0, floorBuf, sizeof( TexVertex ) );
    pd3dDevice->SetVertexShader( D3DFVF_TEXVERTEX );
    pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
The program''s already pretty extensive (despite my ignorance on these simple things) because I''ve been loading all graphics till now from .x files. Chances are most likely that I''ve messed up something simple but if everything seems aok then it''s possible a default setting necessary to simple texture tiling was changed somwhere. Thanks for any help

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I''m not sure if this helps, but I figure I''ll offer what I''ve go LOL.

For a texture to "tile" the specifed texture coordinates must be greater than 1.0. I believe you are using 0 and for your texture coords... if you used 0 and 2, it will tile twice.

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figured it out. I hate how such stupid things are always so frustrating. I needed the texture coordinates in my custom vertex to be floats rather than ints. problem solved

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