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Jul 2, 2016 at 3:52 answer added Bontempos timeline score: 1
Sep 14, 2014 at 13:50 comment added JarkkoL Ah ok, I though you wanted to draw the line in UV-space, not 3D. What you say is not possible because you don't have inverse mapping from uv-coordinates to 3D. Could be that for given uv-coordinate you don't even have the mapping. So you have to either add the 3D coordinate to the mapping or instead of storing UV-coordinate, store the vertex index where you can fetch the information.
Sep 14, 2014 at 11:36 answer added Pidhorskyi timeline score: 1
Sep 14, 2014 at 4:52 history edited Dan CC BY-SA 3.0
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Sep 14, 2014 at 4:49 comment added Dan @JarkkoL Well having both the current UV coordinate and 3D Vertex,I can match the "associate" UV using the mapping mentioned in my question. Now I need to convert this UV in 3D space. I need to solve this UV to 3D conversion if I want to draw a line.
Sep 14, 2014 at 3:00 comment added JarkkoL I'm sorry but your question doesn't make sense. You said you wanted to draw lines between mappings defined in a texture, and now you say you want to sample arbitrary UV coordinates with 3D position. Try to clarify what you want to do exactly.
Sep 14, 2014 at 2:55 history edited Dan CC BY-SA 3.0
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Sep 14, 2014 at 2:54 comment added Dan @JarkkoL Thanks for your reply. I probably need to rephrase it, but actually my question is still the same: how can I access to an arbitrary UV coordinate associate 3D position?
Sep 14, 2014 at 1:47 comment added JarkkoL You can't draw lines in fragment shader, or technically you can using UAV's but I don't think you want to go there. Draw line primitives instead and implement a vertex shader which maps the vertices properly.
Sep 13, 2014 at 22:01 history edited Dan CC BY-SA 3.0
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Sep 13, 2014 at 17:26 history asked Dan CC BY-SA 3.0