   Preventing texture tiling
  Is there an easy way to prevent a texture from tiling? Just draw it once. Ideally the empty space outside of the texture would just be filled with a solid color. Is there a flag somewhere that can do this?   
  You can use the device.SetSamplerState method to set the SamplerStageStates.AddressU and SamplerStageStates.AddressV states to TextureAddress.Border and use the same function to specify the border color by setting SamplerStageStates.BorderColor. Alternatively you can use TextureAddress.Clamp to have D3D repeat the colors at the texture border for coordinates that fall outside of the [0, 1] range.That's how you do it in C#, but I guess the C++ equivalent should be similar.   ;  Yeah the C++ equiv. is:pDevice->SetSamplerState(n,D3DSAMP_ADDRESSU,D3DTADDRESS_BORDER);pDevice->SetSamplerState(n,D3DSAMP_ADDRESSV,D3DTADDRESS_BORDER);pDevice->SetSamplerState(n,D3DSAMP_BORDERCOLOR,0xFFFFFFFF);You can also hard code it in an FX file:sampler TextureSampler = sampler_state {    texture = <diffuseTexture>;    AddressU  = BORDER;  AddressV  = BORDER;    BorderColor = 0xFFFFFFFFF;};;  Note that border addressing isn't supported on ATI SM2 cards or before (i.e., it's supported only in the X1x00 generation). Therefore it's better to use clamp if you can.   ;  Thanks guys, I will try this out this evening.   