aboutsummaryrefslogtreecommitdiff
path: root/games/bsp/pkg-descr
diff options
context:
space:
mode:
authorDmitry Marakasov <amdmi3@FreeBSD.org>2016-05-19 10:44:11 +0000
committerDmitry Marakasov <amdmi3@FreeBSD.org>2016-05-19 10:44:11 +0000
commit4e942b64191e2ef98dce2c5af31047a8640db768 (patch)
tree8c3238b7f0cbec2e9210d52f562960bb22323a7d /games/bsp/pkg-descr
parent1d1f878054efdd1171a8cb006e59ad0727610293 (diff)
Notes
Diffstat (limited to 'games/bsp/pkg-descr')
-rw-r--r--games/bsp/pkg-descr2
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.