   Lighting
  The chapter 7 of NeHe tutorials demonstrates basic elements of OpenGL lighting.He uses textured quads there.However, when I used lighting on some sinple polygons( non-textured ), the sceneseriously screws up. Every polygon takes the color of Diffuse Light and no matter where I place the light, you can't observe any patricular part of a polygon being lit, by moving it across or into the screen. In other words, the diffuse light is behaving as a very strong ambient light source.Question: Is it necessary to use Material properties if you are not using textures?Any other advice is more than welcome.
  Have you added normals to your object?   ;Quote:Original post by horizon981Question: Is it necessary to use Material properties if you are not using textures?No, it's not necessary, but the more properties of the light and/or surface you leave undefined can certainly have an impact.Edit: I should be a little more clear, even if you don't intend on using a property, it would still be a good idea to initialize it to zero.   