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
