Thought I might need a shader for it...
Ive started to work on some pseudo-code to get my ideas straight and the logic looks something like this so far:
float3 object_pos = my object's origin;
float3 pixel_pos = position relative to object origin;
float3 world_pos = object_pos + pixel_pos;
float3 normal = pixel surface's normal;
float2 texture_pos = world_pos;
texture_pos.x += world_pos.z * normal.x;
texture_pos.y += world_pos.z * normal.y;
float4 pixel = texture_sampler(texture_pos);//wrap
I am definately interested in your approach, sending you a pm right now