•Use
vectors {r, g, b, a} for light properties
•Beware:
light source will be transformed!
GLfloat light_ambient[] = {0.2, 0.2, 0.2, 1.0};
GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light_specular[] = {1.0, 1.0, 1.0,
1.0};
GLfloat light_position[] = {-1.0, 1.0, -1.0,
0.0};
glLightfv(GL_LIGHT0, GL_AMBIENT,
light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE,
light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR,
light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);