Anyone know how I can convert from UV coordinates to world space coords, without relying upon vertices being present at that location?
Assuming a simple mesh representing a curved wall, with a texture mapped 0 to 1 along and up the wall.
What I want to do is -
1. pick a point on the wall - eg. UVs = 0.24 and 0.78
2. round up and down to the nearest 0.1 to get 4 points surrounding the picked UV - eg. 0.2 to 0.3 and 0.7 to 0.8.
3. work out the world space coords of each of these 4 UV points.
Assuming a simple mesh representing a curved wall, with a texture mapped 0 to 1 along and up the wall.
What I want to do is -
1. pick a point on the wall - eg. UVs = 0.24 and 0.78
2. round up and down to the nearest 0.1 to get 4 points surrounding the picked UV - eg. 0.2 to 0.3 and 0.7 to 0.8.
3. work out the world space coords of each of these 4 UV points.