By default we calculate lighting per-fragment (i.e. we use Phong shading, regardless of lighting equation - Phong or physical (PBR)). This is prettier and works fast on modern systems.
However, you can request to calculate lighting per-vertex (i.e. to get more old-school Gouraud shading). This is generally uglier but more performant. To use this, toggle the `PhongShading` property inside `RenderOptions` of relevant TCastleScene to `false`. See our manual, in particular https://castle-engine.io/viewport_and_scenes , for a documentation what is TCastleScene and how to configure its properties. Note that some effects (like shadow maps or bump mapping) just cannot be realized with this Gouraud shading, so you will have to refrain from using them.