I have a .x mesh exported from 3ds (3D studio max). In 3ds, the texture for my floor is tiled, and looks nice and detailed. However, when I load this mesh into my DirectX application, the texture is tiled, but is stretched to the size of the face... so now it looks like gravel instead of carpet!
Can DirectX control how textures are tiled I cant seem to find anything. So far I have turned on Anisotropic texture filter which has made a slight improvement... but the tiles are still streched!
Any ideas