   OpenGL lighting and gluLookAt
  When I enable OpenGL lighting, the direction of the light seems to be tied somehow to my camera orientation which is defined by a call to gluLookAt at the beginning of my render function.So, for instance, if I look down at the terrain and rotate about my axis the light rotates with me, a directional diffuse light source will rotate with me.Does this render function look proper?void Game::render(Player& Player, Region& theRegion, World& theWorld){glLoadIdentity();gluLookAt(Player.myX, Player.myY, Player.myZ,  Player.myX + Player.myLX, Player.myY + Player.myLY, Player.myZ + Player.myLZ,  0.0f,1.0f,0.0f);glClearColor(0.0, 0.0, 0.0, 0.0);glClearDepth(1.0);glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);theRegion.drawDistant(theWorld);glFlush();SDL_GL_SwapBuffers();}
  Set the position of the light after setting up the viewpoint. The position of the light is transformed by the current modelview matrix when set, so if you want the light to be set in world space, you need to set if after the viewpoint is set up when the object to world space matrix is set up.   ;  Thanks, I moved the lighting setup calls into the render function, after gluLookAt and that worked (before it was in my gl init function).Is there a way for OpenGL to automatically calculate normals on a triangle strip?  I didn't include them when I wrote my drawing function and it's some 600 lines long :(   