Hi,
Is it possible to get the World Position of a Point on a Mesh with proper non overlaping UVs by passing in a Texture Coordinate ?
I want to make Particles crawl on top of a Mesh. This Mesh has UVs and a Texture which is telling each Particle ( GL_POINTS ) where to move based on its age. I can add the Mesh as a Texture Buffer, so I would have access too positions and Tex Coords, but only if I access those per Vertex ID, so this would not help too much.
I could also create a texture, which Identifies Triangles of the Mesh ( one color per triangle ) so each particle could access this texture and know on which triangle he is, but not the exact position in world space.
Any Ideas ?
Thanks.
Cheers, ParticlePeter !