   My ambient light ("sun") rotates with scene?!
  Greetings!I have a wierd problem. I have a simple scene, which contains a humanoid figure which rotates around the Y axis. It uses just basic OpenGL commands, no shaders, no textures no UVs. Just OpenGL lighting, glVertex and glNormal calls.The model is rendered just fine, with normals and stuff (glVertex, glNormal). Everything looks fine. The "camera" is static, it never moves.So the wierd thing is: when you look at the model in the face, it looks just fine. When you rotate the model for 180 degrees (just the model NOT the camera), the back is shadowed/dark. How comes? I would like that when the model gets rotated and you see its back, it gets bright as well.The init code is as follows:static float lightAmbient[]= { 1.0f, 0.0f, 0.0f, 1.0f }; static float lightDiffuse[]= { 0.0f, 0.0f, 1.0f, 1.0f };static float lightPosition[]= { 0.0f, 1.0f, 0.0f, 0.0f };glLightfv( GL_LIGHT0, GL_AMBIENT, lightAmbient );glLightfv( GL_LIGHT0, GL_DIFFUSE, lightDiffuse );glLightfv( GL_LIGHT0, GL_POSITION, lightPosition );glEnable( GL_LIGHT0 );glEnable( GL_LIGHTING )The render code:static void RenderModel( void ){    if( vertexTotal < 1 ) return;    if( faceTotal < 1 ) return;   glEnable( GL_LIGHTING );   glPushMatrix();    glTranslatef( sceneX, sceneY, sceneZ );   glRotatef( angle, 0.0f, 1.0f, 0.0f );    glBegin( GL_TRIANGLES );   for(int f = 0; f < faceTotal; f++ )    {for( int edge = 0; edge < 3; edge++ )   {  int v = faces[(f*6) + edge];  int n = faces[(f*6) + edge + 3];  glNormal3f( normals[n*3 +0], normals[n*3 + 1], normals[n*3 + 2] );    glVertex3f( vertices[v*3 +0] * scale, vertices[v*3 +1] * scale, vertices[v*3 +2] * scale );   }    }    glEnd();   glPopMatrix();}Thank you in advance!Best regards,Samurai Jack   
  Try setting your light direction in your render loop after you have applied your camera transforms   ;  In OpenGL the light's position is transformed by the current modelView matrix when specified.  See here.   ;  In my code I do something like this:start new render frameinit matrix to identityset light parameters (position, direction etc)transform objectsrender objectsIs that what you have?  My source code is viewable on my website.