Direct3D rendering artifact on quads
While working on the graphics system for one of my projects I came across a very strange artifact. It appears as if the UV's are stretched between 0 and 1 for a portion of my quad which is not possible given the quad only has 4 vertices.
Here is a screenshot. It looks like the same issue spheres have when you wrap uv's across them. The last segment on the sphere will look like this b/c it attempt to wrap from 0 to 1 within one sphere segment. However, as I said there are only vertices at the corners in this primitive so I do not see how it is producing this artifact.
I will post a screenshot when attachments are working again.