   camera position affects polygon shading
  Greetings-- this is a problem I encountered quite a while back, and it's suddenly sprung back up and I can't seem to find the root cause.  I have some primitive polygons in my scene, GL_QUADs to be exact, with normals specified.  The shading of the polygons, however, seems to be dependent on where my camera is (it seems that the *darkness* follows my camera).What am I forgetting?Thanks!   
  Hi,I think you will need to give us more details...What type of lighting are you using (omni,spot,directional)?Are you setting the light position after you have set your view matrix?Regards,ViLiO   ;  Vilio:  you hit the nail on the head, I was setting the light position in my init() function and then never again.  Thanks!   