I have a texture being drawn to a quad. The texture is the repeating pattern in the top-left corner of this screenshot: http://img828.imageshack.us/img828/3305/blahpv.png The opengl texture is only 3px by 9px and the texture coordinates I'm passing are very large numbers and it loops over the 3x9 texture by using GL_REPEAT. Any explanation for the weird interference pattern seen in the screenshot? The texture looks fine (repeating perfectly) when the quad is exactly perpendicular to the camera... the screenshot is with the quad rotated by a couple degrees. The anomalies seem to change as the quad changes its distance to the camera or when the rotation changes, so I think it has something to do with texture sampling and floating point roundoff, but I'm not sure how to fix it.
Update #1:
I'm not using shaders but this is how I'm currently doing it in python for each vertex:
(x0, y0, z0) = gluProject(vert[0].x, vert[0].y, 0.0)
x0 /= maskTextureWidth # 3.0
y0 /= maskTextureHeight # 9.0
glMultiTexCoord2f(GL_TEXTURE1_ARB, x0, y0)
glVertex2f(vert[0].x, vert[0].y)