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@@ -13,7 +13,7 @@ usability and flexibility. Some practical examples of this are:
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- Rendering objects efficiently in high amounts is easy, but when a
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large scene must be rendered it can become inefficient. To solve
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this, visibility computation must be added to the rendering, which
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makes rendering less efficient, but at the same less objects are
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makes rendering less efficient, but at the same time less objects are
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rendered, so efficiency overall improves.
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- Configuring the properties of every material for every object that
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needs to be renderer is also slow. To solve this, objects are sorted
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