So maybe I'm denser than usual, but how can I (or can I) get tangent vectors out of OSL?
And to this I mean, tangent vectors from a particular uv coordinate space that I might access as a getattriute() ?
The Dx and Dy functions only give me scalar derivatives..... dPdu / dPdv gives me something, but only to whatever "u" and "v" is following.....?
Basically, my problem is this: Assuming I have a texture space in getattribute("UV0") and I want to use pixels from a texture() call and do plain old normal mapping...... how do I actually do that??
/Z