Using DirectX8 and VB6, I have this in my game loop to activate it:
VB Code:
Direct3D_Device.SetRenderState D3DRS_SHADEMODE, D3DSHADE_PHONG
and I'm using a point light, which is near a teapot mesh that is not texturemapped. How come it still looks like it's flat shaded? Am I missing something?



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