// Draw a white ball over the light source\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
- glColor3f(1.0, 1.0, 1.0);\r
+ glColor3f(1.0, 1.0, 0.0);\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
glutSolidSphere(1.0, 50, 50);\r
glEnable(GL_LIGHTING);\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_CULL_FACE);\r
glEnable(GL_TEXTURE_2D);\r
+ glEnable(GL_BLEND);\r
glLineWidth(1.0);\r
\r
glMatrixMode(GL_PROJECTION);\r
40.0, /* field of view in degree */\r
1.0, /* aspect ratio */\r
1.0, /* Z near */\r
- 1000.0 /* Z far */\r
+ 1000000.0 /* Z far */\r
);\r
\r
glMatrixMode(GL_MODELVIEW);\r