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GLfloat light_specular[]={1.0, 1.0, 1.0, 1.0};
GLfloat light_shininess={50.0};
GLfloat light_position[] = {0.0, 0.0,1.0,1.0};//无穷远光源
//GL_AMBIENT ,GL_DIFFUSE , GL_SPECULAR
glLightfv (GL_LIGHT0,GL_SPECULAR, light_specular);
glLightf(GL_LIGHT0,GL_SHININESS, light_shininess);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
GLfloat light_specular[]={1.0, 1.0, 1.0, 1.0};
GLfloat light_shininess={50.0};
GLfloat light_position[] = {0.0, 0.0,1.0,1.0};//无穷远光源
//GL_AMBIENT ,GL_DIFFUSE , GL_SPECULAR
glLightfv (GL_LIGHT0,GL_SPECULAR, light_specular);
glLightf(GL_LIGHT0,GL_SHININESS, light_shininess);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
glEnable(GL_LIGHT0);