far /* Z far */\r
); \r
\r
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
- glLightfv(GL_LIGHT0, GL_AMBIENT|GL_SPECULAR|GL_DIFFUSE, lightColor);\r
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);\r
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r
- glEnable(GL_LIGHT0);\r
+\r
+GLfloat diffuse0[] = {1.0, 0.0, 0.0, 1.0};\r
+GLfloat ambient0[] = {1.0, 0.0, 0.0, 1.0};\r
+GLfloat specular0[] = {1.0, 0.0, 0.0, 1.0};\r
+GLfloat light0_pos[] ={ 1.0, 2.0, 3,0, 1.0};\r
+\r
+glEnable(GL_LIGHT0);\r
+glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
+glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
+glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
+glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
glEnable(GL_LIGHTING);\r
\r
glMatrixMode(GL_MODELVIEW);\r