On 2014-08-07 10:58, Paul Martz wrote:
When you project a texture onto an object, or cube map a texture onto
an object, the texture coordinates are generated via FFP functionality
or procedurally in your vertex shader. And you now want the texels, as
it appears on the surface of an object, stored as a 2D image?

Yes.  That is my goal.

It seems like you'd need to have a mapping of your procedurally
generated texture coordinates to normalized 2D texture coordinates.
Then you could render a fullscreen textured quad with that mapping
implemented in a shader, and read back the rendered image of the quad.
There might be other approaches, but that's the strategy I'd try.

Ok.  I'll look at this route.  Thanks.

CD
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