Hello, I wanted to emulate a certain material mapping method used in
an old game, guess which. ;-)

The method works like this: For some types of geometry the game engine
uses the actual, untransformed, world space coordinates of the
geometry instead of a regular texture coordinate set to map images to
the surface. Is there a channel in RS that allows a material to get
the interpolated world space coordinate of the point on the surface
that is evaluated?

Without reading any documentation I dug into the channel list in the
VSL editor and found the channel with the promising name
"Coordinates", it appeared to be working until I tilted the camera.
After several hours of brain-twisting I openend the reference manual
and found that this channel is out of bounds for this very reason...
Is there any way to do this?

Kind regards,
Fredrik Bergholtz

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