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BSP Loader Part2   

Author:  DigiBen

This is the second tutorial of our Quake3 BSP series.  This shows you how to load and implement lightmaps in your renderer.  To render the lightmaps as a second pass, we use the ARB multi-texturing extensions.  Be sure to check out the HTML Tutorial which goes over the Quake3 BSP File Format.

Functions Used:  fopen(), new, fread(), fclose(), fseek(), delete, glBegin(), glEnd(), strcat(), malloc(), glVertexPointer(), glBindTexture(), glTexCoordPointer(), glEnable(), glEnableClientState(),  SwapBuffers(), glActiveTextureARB(), glClientActiveTextureARB()


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