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How can I get Specular Lighting Smooth?

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Hi Folks, I''m writeing a code with Specular Lighting ... packed everything into a class, and hoped that it could work... it works, but BAD ... I Render a Sphere Shining in a SPOT LIGHT ... and Read The Pixels by OpenGL( to use it as a texture ) ... I don''t get the Sphere Smooth without getting a high number of Polygons... Next problem is that i can''t set the Background to Black .. i am useing glViewport(0, 0, TextureWidth, TextureHeight); glScissor(0, 0, TextureWidth, TextureHeight); glEnable(GL_SCISSOR_TEST); glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(0.0F); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); beacause everything is then Black ( i think there must be something wrong :| ) But when i render Normal ( not just the Texture ) then it works fine ... and is also real Smooth ( with a less Polygon Count ) So how can i get my Sphere Smooth ( and i already use glShadeModel(GL_SMOOTH) , and how to get the background Black .. thx J@nkey

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