Translate Mesh Point to Texture Point in Adjacent Triangle
i think the solution is
i assume A,B,C have texcoords
project P on face that is made by A,B,C
now B is your initial point
BA vector is your translation vector say its called tba = ATexcoord - BTexcoord;
BC -> tbc = CTexcoord - BTexcoord;
project P onto BA and get the percentage of the length (projectedP from B) to BA length - tbx -> length(B, Projected(P)_onBA) / length(B,A)
same for BC and projected P onto it - tby
looks like PTexcoord = BTexCoord + (tbx*tba) + (tby*tbc);
im not 100% sure if that will work, but it seems so
I believe I can use a couple of relatively simple calculations (barycentric coordinates, distance from a point) to determine if a given texel is within my desired radius from P'.
Yes, the only issue is that the circle around P may be not be a circle in UV space due to possible stretch in the UV map, so it's best to do the distance test in mesh space.
Find the barycentric coordinates of a texel position in B'D'C' (in uv space) - use these to determine the texel's position in BDC.
Compare distance from this point to P to the length of the radius of the circle around P.