GLfloat Ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
glLightfv( GL_LIGHT0, GL_AMBIENT, Ambient );
GLfloat Diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glLightfv( GL_LIGHT0, GL_DIFFUSE, Diffuse );
GLfloat Specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glLightfv( GL_LIGHT0, GL_SPECULAR, Specular );
GLfloat Position[] = { 0.0f, 0.0f, 1.0f, 0.0 };
glLightfv( GL_LIGHT0, GL_POSITION, Position );
GLfloat Direction[] = { 0.0f, 0.0f, -1.0f };
glLightfv( GL_LIGHT0, GL_SPOT_DIRECTION, Direction );
glLightf( GL_LIGHT0, GL_SPOT_EXPONENT, 0.0f );
glLightf( GL_LIGHT0, GL_SPOT_CUTOFF, 180.0f );
glLightf( GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f );
glLightf( GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.0f );
glLightf( GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.0f );