I feel I’m missing something trivial… so, I’m working with Canvas Render Targets and want to use the DrawPolygon node to draw something from a texture - the node has a Render Texture pin after all. Every time I obtain a solid, flat color polygon. Even if I tell which texture to use, the polygon is filled with the RGB data from the top-left pixel of the texture.
Is there any way to provide UV space info to the node? What am I missing?
Thank you all.