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