-1. I happened to do Phong interpolation a little differently (i.e. not as
-good) compared to what is described in the project handout. Instead of
-calculating the lighting vectors in eye-coordinates, I did it all in world
-coordinates. So I had to save the camera position (already in world
-coordinates) from the scene file and transform each point vector of the
-geometry by just the view matrix. Anyway, the results look a little bit
-different than the provide images, so maybe I didn't do it quite right.
+1. All the mangling to get the data into a form that OpenGL likes happens
+in the draw function, so it's slow.