If you want to assign a color to a polygon when lightning is on, you either have to pass the color with glMaterial, or enable color material which takes the current collor set with glColor and assign it to one of the polygon’s color parameters.
I think that if you’re using lights, you have to call glNormals in your rendering method. If you just want flat shading call it once per face with the face normal, but if you want s;ooth shading you’ll have to call it for each vertex. And that mean that you have calculated them somewhere in your initializing method.
[This message has been edited by julien (edited 10-26-2000).]