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I think that it is impossible to solve your problem just by using a pair of tricky fragment and vertex shaders. That is why: You select a set of UV points in 2D space. Then, using the function you have defined, you can get another "linked" set of UV points. But you still have to get somehow 3D coordinates from the surface UV coordinates. So your problem can ...


The lightmap shouldnt be dissasociated from the vertex information. if the vertices are lined up to display no cracks and no rounding errors coming from the CPU (i.e. object positions + vertex positions interpolation) they they won't let anything through, the edges have to be aligned and no triangle intersections. If the mesh doesnt have cracks, nothing ...

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