Apply uv offsets only on non-repeating textures, to avoid overflow errors on textures near the texture page edges. Fixes wonky textures on maps like E1M1 and E1M8.
tex.ps1tex.twin=getTexWindow(tex.uoffs,tex.voffs,tex.w,tex.h);// TODO: figure out the right offsets that are multiples of w and h; NOTE: if uoffs has to >> 1, then w probably has to as well