+ gp->sunpos[0] = cos(h * M_PI);
+ gp->sunpos[1] = sin(h * M_PI);
+ gp->sunpos[2] = sin(v * M_PI);
+ gp->sunpos[3] = 0.00;
+ }
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+
+ glLightfv (GL_LIGHT0, GL_POSITION, gp->sunpos);
+ glLightfv (GL_LIGHT0, GL_AMBIENT, lamb);
+ glLightfv (GL_LIGHT0, GL_DIFFUSE, ldif);
+ glLightfv (GL_LIGHT0, GL_SPECULAR, spec);
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT, mamb);
+ glMaterialfv (GL_FRONT, GL_DIFFUSE, mdif);
+ glMaterialfv (GL_FRONT, GL_SPECULAR, mpec);
+ glMaterialf (GL_FRONT, GL_SHININESS, shiny);
+
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glShadeModel(GL_SMOOTH);
+
+ check_gl_error("lighting");