indirect light setting

I tried using a class that controls the light properties (of different source - up to 7 ) : and it makes no effect :
the h file:

#ifndef LIGHTPROP_H
#define LIGHTPROP_H

#include “Defs.h”

class CLightProp
{
protected:
int SpotNum;
GLint DiffuseColor[3];
GLint SpecularColor[3];
GLfloat Position[3];
GLfloat Direction[3];
bool IsOn;
static Counter;
public:
CLightProp(){IsOn = false;SpotNum = Counter++;}// All the other values are initialized fine
~CLightProp(){};

void			TurnOn()
					{IsOn = true ; glEnable(SpotNum);}
void			TurnOff()
					{IsOn = false ; glDisable(SpotNum);}

void			SetDiffuseColor(GLint R,GLint G,GLint B)
					{DiffuseColor[0] = R ;
					 DiffuseColor[1] = G ;
					 DiffuseColor[2] = B ;}
void			SetSpecularColor(GLint R,GLint G,GLint B)						
					{SpecularColor[0] = R ; 
					 SpecularColor[1] = G ;
					 SpecularColor[2] = B ;}
					 
void			SetPosition(GLfloat Xcoord,GLfloat Ycoord,GLfloat Zcoord)
					{Position[X] = Xcoord ;
					 Position[Y] = Ycoord ;
					 Position[Z] = Zcoord ;}
					 
void			SetDirection(GLfloat Xcoord,GLfloat Ycoord,GLfloat Zcoord)
					{Direction[X] = Xcoord ; 
					 Direction[Y] = Ycoord ; 
					 Direction[Z] = Zcoord ; }
					 
void			SetLight(); // Changes the light_(SpotNum) with the members last defind

int				GetNum()const{return SpotNum;}
bool			IsActive()const{return IsOn;}
const GLint*	GetDiffuseColor()const{return DiffuseColor;}
const GLint*	GetSpecularColor()const{return SpecularColor;}
const GLfloat*	GetPosition()const{return Position;}
const GLfloat*	GetDirection()const{return Direction;}

};

#endif LIGHTPROP_H

the cpp file :

#include “LightProp.h”

int CLightProp::Counter = GL_LIGHT1;

void CLightProp::SetLight()
{
// Setting the colors
glLightiv(SpotNum,GL_DIFFUSE,DiffuseColor);
glLightiv(SpotNum,GL_SPECULAR,SpecularColor);

// Setting position
glLightfv(SpotNum,GL_POSITION,Position);

// Setting specular light properties 
glLightf(SpotNum,GL_SPOT_CUTOFF,45.0f);
glLightfv(SpotNum,GL_SPOT_DIRECTION ,Direction);
glLightf(SpotNum,GL_SPOT_EXPONENT,100.0f);	

if(IsOn)
{
glEnable(SpotNum);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMaterialiv(GL_FRONT_AND_BACK,GL_DIFFUSE,DiffuseColor);

// The specularity of the balls
glMaterialiv(GL_FRONT, GL_SPECULAR,SpecularColor);
glMateriali(GL_FRONT, GL_SHININESS,128);
}
else
	glDisable(SpotNum);

}

Does anyone has an idea what to do ?