+ //glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0);\r
+ glLighti(GL_LIGHT0, GL_SPOT_EXPONENT,1);\r
+\r
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);\r
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);\r
+ glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);\r
+ glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1);\r
+\r
+ //glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 90.0);\r
+ glLighti(GL_LIGHT1, GL_SPOT_EXPONENT,1);\r