So basically using
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
.
For 3D materials, there is:
void SetUVTransform(const Vector2& offset, float rotation, const Vector2& repeat);
How to do the same in 2D?
If I try
staticSprite->SetTextureRect
, it uses
GL_CLAMP_TO_EDGE
by default instead of repeating.