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It was based on faceting because that's all the computers at the time could handle.

It's like saying that 3d graphics lighting can only be done by rasterized rendering. Of course, now that we have enough GPU processing power, we can also use ray tracing.

In time, all light calculations/shadow calculations will be done with ray tracing, but for now, that's unimaginable because ray tracing runs slowly on current hardware.



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