   [MDX] Draw Image Patterned Lines
  I need to draw repetitive image along line strips. Those images should be laid parallel along the lines that have been projected to 2D screen, as illustrated below. The image pattern size should ALWAYS stay the same as its original size no matter how you rotate or zoom the view. Is there an easy way to draw it without having to manually calculate where to draw the images and how to rotate them?
  I don't know what you're trying to do with this rendering exactly, but maybe the sample project in this topic may be of help. Essentially it allows you to draw primitives with a fixed texture pattern applied, so the images look like a gap through which you can see a tiled surface.   ;  Hi, remigius What I am trying to do is a 3D CAD program that mainly dealing with lines and polygons. And the user of this CAD program sometimes needs special notations that look like 2D drawings. This is different with DirectX's main objective which is modeling real world objects.Thanks for helping me solving my previous problem How to fill a 3D polygon with texture brush. I am very satisfied with your solution. I admit this problem is very similar to that problem. My plan was to define some patterned rectangles along the line segment and the patterns will be visible through those rectangle gaps. But I have to do the following on top of that solution:1. When zoomed, I have to change the rectangle size to keep the width of the rectangle constant.2. When rotated, I have to change the pattern rotation so that it will align with the slopped line. I can create an internal bitmap and rotate it then apply it to the texture when the model rotates, but it would be quite a performance hit.3. Ideally, the distance between the centers of each image along the line should be the same, which means the start position of each image pattern on each line segment should be different.I know this requirement is against the DirectX design fundamentals. I just wondering whether there is a way to solve this problem without compromising drawing speed.;  Sorry, didn't see that was your own topic I referred to [smile]I don't know an elegant solution for this problem from the top of my head. If I understand it correctly though, you need some kind of overlay that will align to existing geometry, right? Like a ruler for example? Perhaps using the Sprite utility class here would be the way to go. This would allow you to create 'overlays' which seem to fit your need and you can scale and rotate any textures you put on them independently from the existing view.Hope this helps :)   ;  Sprite is probably easier than the PositionTextured approach. I still have to adjust the sprite positions, when zoomed in, add more sprites and when zoomed out, draw less sprites. But the rotation functionality is build-in.I will give it a try. Thanks again.