What is wrong with my light?
What should I do to get a light-Phong or some realistic?
My light:
float vec[4];
SET_VEC4(vec, -10.7f, -posY, 0.4f, 1.0f);
glLightfv(GL_LIGHT3, GL_POSITION, vec);
SET_VEC4(vec, 0.9f, 0.9f, 0.9f, 1.0f);
glLightfv(GL_LIGHT3, GL_DIFFUSE, vec);
SET_VEC4(vec, 0.0f, 0.0f, 0.0f, 1.0f);
glLightfv(GL_LIGHT3, GL_AMBIENT, vec);
SET_VEC4(vec, 0.05f, 0.05f, 0.05f, 1.0f);
glLightfv(GL_LIGHT3, GL_EMISSION, vec);
SET_VEC4(vec, 0.003f, 0.003f, 0.003f, 1.0f);
glLightfv(GL_LIGHT3, GL_SPECULAR, vec);
float m1_amb[] = { 0.0005f, 0.0005f, 0.0005f };
float m1_dif[] = { 0.5f, 0.5f, 0.5f };
float m1_spe[] = { 0.5f, 0.5f, 0.5f };
float m1_em[] = { 0.4f, 0.4f, 0.4f };
glMaterialfv(GL_FRONT, GL_AMBIENT, m1_amb);
glMaterialfv(GL_FRONT, GL_DIFFUSE, m1_dif);
glMaterialfv(GL_FRONT, GL_SPECULAR, m1_spe);
glMaterialfv(GL_FRONT, GL_EMISSION, m1_em);