So I wanted to do two things-
1> unwrap a mesh so can save textures for it
Out.Pos = mul((TexCd-.5), tWVP); Out.Pos.y *= -1.0f;
in the vertex shader seems to work ok for this.
2> project a texture on it. I wanted to do this by using a first render pass using the same geometry textured with the tex coordinates.
float4 uvCol = tex2D(uvSamp, In.TexCd); float4 col = tex2D(Samp, uvCol) * cAmb;
seems to be wrong.
can someone point me in the right direction? or perhaps suggest a better way to go about this?
TexturePainter.zip (56.5 kB)