Texture part tiling

Blitz3D Forums/Blitz3D Programming/Texture part tiling

@Ross C:
Now i know what you mean. I built my quad around the 0,0,0 point, means 1.vertex:-1,1 2.vertex:1,1 3.vertex:-1,-1 4.vertex:1,-1. And of course thanks.
@Stevie G:
Exactly this is my problem. The only solution i know is to create a whole bunch of quads or to make a new texture.
The first thing isn´t good because i would need much of them and the performance schould be as high as possible.
The second solution is not good, too because i want the texture, wich is not square, seamless.

[edit]I think you mean flags 16+32!
And yes i´m using the flags because i want a pixelperfect texture (with scaling and so on) and without this two flags it would have grey edges.