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