   gluLookAt Moving Light Source?
  I'm working on a small FPS game project, and once again, I've come across a strange problem with lighting. First of all, I'm trying to make sure my lighting's working properly, by snapping its position to that of a ball, which I move around the screen - just to get a look at how the light works.I have my player camera on FLY mode in the air (it's a standard FPS camera, where jump is used to swim up in fly mode), to see what happens across the map. The light source I have enabled is not directional, and I have it shining low, just above a flat terrain.My problem is that the light seems to shine in the direction of the camera, but not completely. When I'm looking straight at the light source (the ball), it shines a 35 degree (approx) cone of light towards the camera. When I look to the left of the ball, the cone rotates in the opposite direction (moving the cone of light even faster away from the camera), and the same happens if I move right. Also, if I look up above the ball, the cone of light gets narrower, and if I look down past the ball, the cone gets wider.I know that anomalies like this can occur when calls to gluLookAt and light positioning are done in the wrong places, but I made sure I was doing things in this order:- LoadIdentity- gluLookat- Position lightsBesides, that's the only order in which things seemed to work.In short, it seems as if my light position is obtaining a direction vector that's the opposite of my camera LookAt vector, regardless of whether or not I have the light it set up as a directional light or not, and even when I set the direction of the light (beside the position) every frame.Any suggestions?Thanks   
  For anyone who might encounter a similar problem, I finally, and accidentally, came across what was making this happen. I was rendering a car model (the FPS is very random at the moment!) and in my model render code, I altered GL_AMBIENT, GL_EMISSIVE etc. using glMaterialv(), and it was doing to the light what I described above.What's important is, I should've realised before that it was my materials setup that was the problem. Problem solved!   