   still having lighting problems
  what kinds of problems would cause the entire program to go black when you enable lighting?  i added normals to many of my polys... but became discouraged since it has had no effect... shouldn''t the polys i''ve added normals for at least appear? also... my program works fine when i enable lighting in the init function... except there''s no light, when i initialize it in the draw function the lighting actually enables... but turns the entire program black. 
  actually lemme add what i just found from debugging... if i comment out my draw sky part... i can tell that the light is turning every polygon black... in the entire program ;  Could be many reasons. If you are using glColor3f, they wont apply when lighting is enabled unless u glEnable(GL_COLOR_MATERIAL or something like that)Or else you will have to use materials.also ur normals could be wrong or inverted. Your lights might not be initialised correctly, or your light colors might be wrong. Your models might not be tesselated enough to show the effect. ;  hi,could you be only enabling lighting (glEnable(GL_LIGHTING)) and have forgotten about enabling and setting a light?? (you know, glEnable(GL_LIGTH0), and all the parameter setting stuff...)once the lighting is enabled (except from texturing in decal mode) is normal that all the polys turn to black if there´s no actual light...i don´t know if this could solve your problem, but without more info, i can´t think of anything else...bye,Bortx. ;  ok thanks guys... i think we''re getting somewhere here ill give more info..my program has both textured objects and 3fcolored stuff... im pretty sure my normals are correct since pretty much everything in the program is at 90% angles.  im kinda concerned about my program not being tesselated enough as each wall of the house only has 8 polys.  The program has maybe 100 total. ;  here''s the code i have so far...in the init part...glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);glEnable(GL_LIGHTING);glEnable(GL_COLOR_MATERIAL);in the declarations...GLfloat LightAmbient[]={ 0.5f, 0.5f, 0.5f, 1.0f };GLfloat LightDiffuse[]={ 1.0f, 0.0f, 0.0f, 1.0f };GLfloat LightPosition[]={ 3.0f, -3.0f, 1.0f, 1.0f };and that''s all i have for lighting... am i missing something? btw.. now that the glenable(gl_lighting) is in the init code the screen is no longer black... just normal w/ no light ;  where is the glEnable(GL_LIGHT1); ? should be in there ;-)   [edited by - Woodoo on August 1, 2003 5:47:44 AM];  it''s in the code... sorryglLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);// Setup The Ambient LightglLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);// Setup The Diffuse LightglLightfv(GL_LIGHT1, GL_POSITION,LightPosition);// Position The LightglEnable(GL_LIGHT1);glEnable(GL_LIGHTING);glEnable(GL_COLOR_MATERIAL);when i was deleting the comments from that mess when posting musta deleted it also... oops ;  Sounds like your light is position behind the poly''s, making the front faces black, cuz to the light, they''re the back faces. Try messing around with it''s location. 