glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
GLfloat white_light[] = { 1, 1, 1, 1.0 };
GLfloat no_light[] = { .1, .1, .1, 1.0 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, no_light);
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);
glLightfv(GL_LIGHT0, GL_AMBIENT, no_light);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, no_light);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, no_light);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white_light);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
glBegin(GL_TRIANGLES);
//yada, yada, yada