Quote: It's bumpy on plain Geforce 3 as well. The textures look a little bland though- 16 bit ones ?
I guess it really did not matter what format my texture was since evidentally V8U8 is 16bit format and the texture had to be bmap_to_uv'ed.
This from MSDN:
Quote: Signed Formats Data in a signed format can be both positive and negative. Signed formats use combinations of (U), (V), (W), and (Q) data.
Signed format flags Value Format D3DFMT_V8U8 60 16-bit bump-map format using 8 bits each for u and v data. D3DFMT_Q8W8V8U8 63 32-bit bump-map format using 8 bits for each channel. D3DFMT_V16U16 64 32-bit bump-map format using 16 bits for each channel. D3DFMT_Q16W16V16U16 110 64-bit bump-map format using 16 bits for each component. D3DFMT_CxV8U8 117 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 - U2 - V2).