diff --git a/include/ISceneManager.h b/include/ISceneManager.h
index 2d77030d..1e1b7e4a 100644
--- a/include/ISceneManager.h
+++ b/include/ISceneManager.h
@@ -271,16 +271,6 @@ namespace scene
* will solve the problem.
*
*
- * Quake 3 levels (.bsp) |
- * Quake 3 is a popular game by IDSoftware, and .pk3
- * files contain .bsp files and textures/lightmaps
- * describing huge prelighted levels. Irrlicht can read
- * .pk3 and .bsp files directly and thus render Quake 3
- * levels directly. Written by Nikolaus Gebhardt
- * enhanced by Dean P. Macri with the curved surfaces
- * feature. |
- *
- *
* Stanford Triangle (.ply) |
* Invented by Stanford University and known as the native
* format of the infamous "Stanford Bunny" model, this is a
diff --git a/include/irrlicht.h b/include/irrlicht.h
index 6dac664c..ef9eb0d3 100644
--- a/include/irrlicht.h
+++ b/include/irrlicht.h
@@ -220,9 +220,9 @@
* // add .pk3 archive to the file system
* device->getFileSystem()->addZipFileArchive("quake3map.pk3");
*
- * // load .bsp file and show it using an octree
+ * // load .b3d file and show it using an octree
* scenemgr->addOctreeSceneNode(
- * scenemgr->getMesh("quake3map.bsp"));
+ * scenemgr->getMesh("quake3map.b3d"));
* \endcode
*
* As you can see, the engine uses namespaces. Everything in the engine is
|