directx - DirectXTk GeometricPrimitive texture coordinates -


i'm using geometricprimitive scene elements, it's draw() call uses tx coords of 0-1 no opportunity (i think) change it.

if change texcoords in directxtk code itself, can textures repeat using larger texture coordinates; though don't want dependent on hacking toolkit code.

so, since draw() provides lambda callback, i'm wondering if there's opportunity remedy updating texture coordinates.

i'm using basiceffect rendering, if helps.

they use vertexpositionnormaltexture publicly accessible. if somehow provides me way walk vertex buffer , update tx coords, work me. i'm wondering if can map() or somehow else access buffer, walk vertices, update tx coords, , hope best.

is best (only) approach or there better 1 geometricprimitive?

i wound writing own shader render primitives , added uv transform. allowed me pass in xmmatrixscaling(10,10,10) example scale coords , larger repeat.


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