GLfloat lineLength = 10;
/* Light 0 parameters */
-GLfloat diffuse0[]={0.2, 0.2, 0.2, 1.0};
-GLfloat ambient0[]={0.2, 0.2, 0.2, 1.0};
-GLfloat specular0[]={0.2, 0.2, 0.2, 1.0};
+GLfloat diffuse0[]={1.0, 0.0, 0.0, 1.0};
+GLfloat ambient0[]={1.0, 0.0, 0.0, 1.0};
+GLfloat specular0[]={1.0, 0.0, 0.0, 1.0};
GLfloat direction0[] = {0.0, 0.0, 0.0};
GLfloat lightColor0[] = {1.0, 1.0, 1.0, 1.0}; // White light
int lightMoving0 = 0, lightStartX0, lightStartY0;
/* Light 1 parameters */
-GLfloat diffuse1[]={0.2, 0.2, 0.2, 1.0};
-GLfloat ambient1[]={0.2, 0.2, 0.2, 1.0};
-GLfloat specular1[]={0.2, 0.2, 0.2, 1.0};
+GLfloat diffuse1[]={1.0, 0.0, 0.0, 1.0};
+GLfloat ambient1[]={1.0, 0.0, 0.0, 1.0};
+GLfloat specular1[]={1.0, 0.0, 0.0, 1.0};
GLfloat direction1[] = {0.0, 0.0, 0.0};
GLfloat lightColor1[] = {1.0, 1.0, 1.0, 1.0}; // White light
GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat shine = 100.0;
GLfloat glightmodel[] = {0.2,0.2,0.2,1};
-GLfloat emission[] = {1.0, 1.0, 1.0, 1.0};
+GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};
/* Zoom and rotate tracking */
GLfloat zoom = 0.0, rotate = 0.0;