Hi @eugot , an ofShader would work well for this, probably rendering into an ofFbo. Also ofTexture::setTextureWrap() can set the how a texture wraps (GL_MIRRORED_REPEAT for example).
for a quick and dirty fix you can keep repeating the image by simply drawing it twice, so that as it moves up any exposed screen is covered, then re-set the drawposition when image one is being drawn off the screen - like this…