   The best means of UV mapping meshes
  Hello everyone! after a day of successfull work in HLSL I have created a texture blended shader that blends two materials based on per pixel parallax relief mapping and combines their effect in one pass to produce this.I am not to shy in being pleased with the result, however I am wondering is there a fast and painless way in HLSL to change the UV mapping of the texture before drawing it for the shape?When you draw alot of objects with multiple effects I imagine you dont use the shader to control the UV mapping... unless its common practice to manipulate the UV via a value passed to the shader from the program. I am wondering what is the most robust (common/efficient) way to implement UV mapping so I can have any objects UV mapping seperately changed within my own programs code. Based on the projective texture sample I just cracked where a matrix was used to handle the mapping of the projected image I can see that being used broadly. Can anyone clarify? it seems like alot of fiddling that might be redundant against a method everyone uses. Having the full matrix for UVW mapping would certainly be convenient as it would give alot of clever options such as having a central mapping gizmo that could be used to put an angle on textures applied to a mesh based on a plane through the gizmo.   