" xml:lang="en"><a id="description"></a><h2>Description</h2><p>
            GL primitives can have either flat or smooth shading.
            Smooth shading,
            the default,
            causes the computed colors of vertices to be interpolated as the
            primitive is rasterized,
            typically assigning different colors to each resulting pixel fragment.
            Flat shading selects the computed color of just one vertex
            and assigns it to all the pixel fragments
       