Put this in the global section:
GLfloat light_ambient[]= { 0.0f, 1.0f, 1.0f, 1.0f };
GLfloat light_diffuse[]= { 0.0f, 0.0f, 0.0f, 0.0f };
GLfloat light_specular[]= { 0.0f, 0.0f, 0.0f, 0.0f };
GLfloat light_position[]= { 1.0f, 0.0f, 0.0f, 0.0f };
GLfloat specular [] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat shininess [] = { 100.0 };
GLfloat position [] = { 1.0, 1.0, 1.0, 0.0 };
You can use all of the above for lighting, i find that the last three emit much less light.
Put this in the block that draws your gl scene:
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
// Set the GL_AMBIENT_AND_DIFFUSE color state variable to be the
// one referred to by all following calls to glColor
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
// Create a Directional Light Source
glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv (GL_LIGHT1, GL_SPECULAR, light_specular);
glLightfv (GL_LIGHT1, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT1);