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<p>id Software engines, level geometry used <a href="page.php?w=binary_space_partitioning">binary space partitioning</a>, and would be authored using <a href="page.php?w=constructive_solid_geometry">constructive solid geometry</a> like in the Quake engine. The level environments were lit using <a href="page.php?w=lightmap">lightmap</a>s, a method in which light data for each surface is precalculated (this time, via a <a href="page.php?w=Radiosity_%28computer_graphics%29">radiosity</a> method) and stored as an image, which is then overlaid onto the</p><p>
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