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''' Octree Based Render By Bleeding Edge Software
''' Richard Eric M. Lope (Relsoft)
''' Dave Stanley (Dr_D)
''' Rune (Zap)
''' http://rel.betterwebber.com
'''
''' Special thanks to...
''' Digiben of gametutorials.com for his octree and frustum tutes
''' 
'''	Technical info
''' 1. Uses texture batching to optimize the rendering
''' 2. Uses Display list as node submesh for speed
''' 3. Early out checks for nodes w/o triangles
''' 4. Octree container class for ease of use
''' 5. Frustum Culling using nodes instead of triangles
'''
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Copyright Bleeeding Edge Software (2k7)
