GLfloat Red[] = {1.0, 0.0, 0.0, 1.0};
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, White);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, White);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, White);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20);
glSolidTeapot(4)
void Lights() {
GLfloat lightDiffuse[] = {1.0, 1,0, 1.0, 1.0};
GLfloat lightSpecular[] = {1.0, 1,0, 1.0, 1.0};
GLfloat lightAmbient[] = {0.2, 0,2, 0.2, 1.0};
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
return;
}
GLfloat lightPosition[] = {0,4,0,1.0};
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);