Many level editors like Quake or Source games uses implicit plane equation for brush side representation (by 3 points) instead of simple (n.x n.y n.z d).
{
...
( 256 0 0 ) ( 256 0 1 ) ( 256 1 0 ) GROUND1_6 0 0 0 1.0 1.0
( 0 128 0 ) ( 0 128 1 ) ( 1 128 0 ) GROUND1_6 0 0 0 1.0 1.0
...
}
Is there some reason for this? I know it can be easily converted to any form, just wonder why they used this form. Is it some floating point precision stuff?