+ glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
+\r
+ glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0);\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
+\r