Using a higher-poly model should fix that. The issue you see there is that DBP uses vertex lighting. More vertices = smoother lighting but lower FPS. If you're using the MAKE OBJECT SPHERE command then you can subdivide it by adding 2 extra #s to the command, i.e.:
MAKE OBJECT SPHERE obj,size,rows,columns
Quick example:
Rem ***** Main Source File *****
color ambient light rgb(0,0,155)
position light 0,-100,100,100
make object sphere 1,5
make object sphere 2,5,64,64 `Set this sphere to have 64 rows and 64 columns of polys. (this is more than the default amount, although I'm not sure what the default amount is)
move object right 2,5
position camera 2.5,0,-15
while scancode()=0
ink rgb(255,255,255),0
text 0,0,"THE SPHERE ON THE RIGHT IS HIGHER-POLY."
endwhile
end
Alternatively, you could use a shader.

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