     generated by rasterizing a single primitive.
            In either case, the computed color of a vertex is the result of
            lighting if lighting is enabled,
            or it is the current color at the time the vertex was specified if
            lighting is disabled.
        </p><p>
            Flat and smooth shading are indistinguishable for points.
            Starting when <a class="citerefentry" href="glBegin"><span class="citerefentry"><span class="refentrytitle">glBegin</span></span><