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author | Dmitry Marakasov <amdmi3@FreeBSD.org> | 2016-05-19 10:44:11 +0000 |
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committer | Dmitry Marakasov <amdmi3@FreeBSD.org> | 2016-05-19 10:44:11 +0000 |
commit | 4e942b64191e2ef98dce2c5af31047a8640db768 (patch) | |
tree | 8c3238b7f0cbec2e9210d52f562960bb22323a7d /games/bsp/pkg-descr | |
parent | 1d1f878054efdd1171a8cb006e59ad0727610293 (diff) |
Notes
Diffstat (limited to 'games/bsp/pkg-descr')
-rw-r--r-- | games/bsp/pkg-descr | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/games/bsp/pkg-descr b/games/bsp/pkg-descr index 3c0de9de6131..f9a9b75e428c 100644 --- a/games/bsp/pkg-descr +++ b/games/bsp/pkg-descr @@ -6,7 +6,7 @@ Doom uses a rendering algorithm based on a binary space partition, otherwise known as a BSP tree. This is stored in a data lump called NODES in the WAD file. So tools to build the BSP tree are known as node builders. - + Before you can play a level that you have created, you must use a node builder to create the data that Doom will use to render the level. BSP is one of several node builders that can do this. |