\r
/* Light 0 parameters */\r
GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0};\r
-GLfloat ambient0[] = {1.0, 1.0, 1.0, 1.0};\r
+GLfloat ambient0[] = {0.0, 0.0, 0.0, 1.0};\r
GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};\r
-GLfloat light0_pos[] ={ 1.0, 2.0, 3,0, 1.0};\r
GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0};\r
+GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0};\r
+GLfloat glightmodel[] = {0.2,0.2,0.2,1};\r
\r
\r
/**\r
// Draw teapot for a test object\r
glPushMatrix();\r
glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface\r
+ glColor3f(0.5, 0.5, 0.5);\r
glutWireTeapot(1);\r
glPopMatrix();\r
\r
far /* Z far */\r
); \r
\r
- glEnable(GL_LIGHT0);\r
+ \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
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
+ glEnable(GL_LIGHT0);\r
+ glEnable(GL_LIGHTING);\r
+ glEnable(GL_COLOR_MATERIAL);\r
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
- glEnable(GL_COLOR_MATERIAL);\r
\r
- glEnable(GL_LIGHTING);\r
+ \r
\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r