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Shading, specifically GL_PHONG_WIN

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Ok, so I was surfing the net and came across the extension GL_PHONG_WIN used like glShadeModel(GL_PHONG_WIN). I had three shadings, flat, smooth, and phong. I saw absolutely no differance between the smooth and phong shading when I included lights and everything and was wondering if anybody else has ever used phong shading like this. Do you notice a differance? I''ve implemented it on the teapot, and sphere with the sphere having different tesselations. I also implemented in on a cube. Just curious. Thanks. Mat

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