Compute UV in ORCO mode??

hi all,

i’m writing a file exporter from Blender to a 3d game engine.It supports texture sticky and UV coordinate mapping. I want to add ORCO (original coordinate mapping) also but i’m stuck on getting the UV coordinates. Lets say we have a cube and added a texture. Blender puts texture on the cube ‘orco’ by default. … But on which side? The visible face. Other faces are clamped. There isnt a way to get the uvs in python from Blender. So i have to compute them manually.
In summary i have to know how Blender computes uv coordinates in ORCO mode.

Thanks in advance
Burak

minimum X maps to 0 at texture coord.
minimum Y maps to 0 at texture coord.

maximum X maps to 1 at texture coord.
maximum Y maps to 1 at texture coord.

silly me! :slight_smile: