title: OpenGL Lighting for uniform illumination
body: <p>Have a look at the following 2 images -</p>
  
  <p><img src="https://i.stack.imgur.com/BGb8j.png" alt="enter image description here"></p>
  
  <p><img src="https://i.stack.imgur.com/Nmlhd.png" alt="enter image description here"></p>
  
  <p>The 2 images are of the same model at different angles. It is made of multiple cylinders stacked on top of each other. As you can see there is something funny with the lighting. One side of all cylinders is dark in the first image. When the same model is rotated, the other end of all the cylinders becomes dark. The explanation is pretty clear. The normals get aligned in the direction of light to light up one side. I want both sides to be equally well lit and not compromise on the 3d look and feel of the cylinder. How should I set up the lighting?</p>
  
  <p>I am using Smooth Shading.</p>