title: MonoGame - Tiling Texture2D with SpriteBatch on iOS
body: <p>Right now I'm tiling a Texture2D with 2 for-loops similar to an example from the <a href="https://github.com/CartBlanche/MonoGame-Samples/tree/master/Samples/iOS/TiledSprites" rel="nofollow">MonoGame samples</a>.</p>
  
  <p>I was doing some reading, and I was seeing that using power of two textures (2, 4, 8, 16, 32, etc. on width &amp; height) can be tiled with one SpriteBatch.Draw call.</p>
  
  <p>Is this supported with MonoGame on iOS?</p>
  
  <p>I gave it several tries, and no matter what it merely stretches the image instead of tiling it.</p>
  
  <p>I am using SamplerState.LinearWrap on my SpriteBatch.Begin(), and tried using a 2048x128 png and tried it 1/4 size at 512x32, but with no luck.  (Using large sizes, b/c our game runs at 2400xSomething zoomed out, b/c you can zoom in with the camera by 2.5 multiplication)</p>