Regarding final implimentation of bump-mapping in FSO (a long way away, I know), will this be accompanied with a major reworking of the texture system, or will it just be tagged on to our current system as glow and shinemaps are? Now, if the second is closer to the truth, there might be a way to save a render pass. From what I've seen in this thread, bumpmaps are just greyscale, right? If that's true, then perhaps we can upgrade glowmaps from pcx to dds and slip the bumpmap into the alpha channel. Granted, glowmaps don't realy need the extra 16-bits of color depth, but when faced with either another render pass, or a slightly larger glowmap, I think that most people would choose the latter. So, is this a good thought?