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Are UVW coordinates the standard for 3d games?

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Can UVW be considered the standard for 3D games as opposed to UV? If not, why?
There doesn't seem to be as much information on the subject as I'd hoped.

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It is always hard to tell if some technique is considered as standard. I think that most games still use UV instead of UVW. It depends on the used engine and most engines will most probably only use the W coord for 3d textures.

What would be the benefit of using the additional W coord and how does it hold up to memory and bandwidth consumption ?

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I think the W is used for trapezoids: low-poly sphere texturing at the poles. Skydomes. But it's not essential to regular models.

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Seems that is a definitive no. Perhaps if volumetric textures ever begin to replace 2D textures things could change. Right now they seem awfully useless.

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