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Bump map channels

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Hi, I'm working on my own texture format for my Engine (Direct3D 8.1), which also is supposed to support bump maps. Now, there are various formats available, which include U, V, L, W, and Q channels. U is DeltaU (Texture displacement in U) V is DeltaV (Texture displacement in V) L is Luminance what are W and Q? I imagine W is displacement for the third coordinate in volumetric textures (which I have to date never used, maybe I should look into them) but I have no idea what Q is for. The DX SDK doesn't tell me either. (or I haven't found it yet) It's definitely not some future reserved feature because my graphics card (Radeon 8500) supports all the channels there are. Can anyone help me here? Thanks, Tweedledee [edited to refresh in list] Edited by - JonnyQuest on February 26, 2002 9:51:41 AM

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