title: PointLight affecting only one model, and not all the scene
body: <p>I placed some pointLights in my scene and added some walls (exported from blender)(maze type) and a floor and ceiling (both exported from blender the same way as walls, and coded in three.js the same way as walls); the problem is that the lights affects only the walls, the ceiling is black without any light. Am I missing something? Can someone explain why I got that strange behaviour?</p>
  
  <p>Thx for the answer, but the problem don't lays on doubleside (or maybe I'm setting it wrongly). This is the code of ceiling and floor, maybe can be of some help to figure out what the problem is (the ceiling is black and has no evidence of any existing source light, and the floor is texturized all with the same light, as if there was an ambientLight): [on the other hand, the lighting on walls works fine, well sort of, light positions are a bit messed but it works, so I deal with later]</p>
  
  <pre><code>function initCeiling () {
      var loader = new THREE.ColladaLoader();
      loader.options.convertUpAxis = true;
      loader.load( 'models/ceiling.dae', function ( collada ) {
          var colladaCeiling = collada.scene.children[0]
          colladaCeiling.name = "ceiling";
          colladaCeiling.material.needsUpdate = true;
          colladaCeiling.material.side = THREE.DoubleSide;
          colladaCeiling.material.wireframe = false;
          colladaCeiling.position.set(0,2.5,0);
          colladaCeiling.scale.set(2,2,2);
          scene.add( colladaCeiling );
          } );
      }
  
  function initFloor () {
      var floorTexture = new THREE.ImageUtils.loadTexture( 'textures/floor.jpg' );
      floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping; 
      var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
      var floorGeometry = new THREE.PlaneGeometry( 45, 44.5 );
      var floor = new THREE.Mesh( floorGeometry, floorMaterial );
      floor.position.x = 6;
      floor.position.y = -2;
      floor.position.z = -22.25;
      floor.rotation.x = Math.PI / 2;
      scene.add( floor );
      }
  </code></pre>