I’m using this code for ambient light:
GLfloat light1_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
GLfloat light1_diffuse[] = { 0.0, 1.0, 1.0, 1.0 };
GLfloat light1_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light1_position[] = { 20.0, 0.0, 0.0};
GLfloat spot_direction[] = { 1.0, 0.0, 0.0 };
glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular);
glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.5);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.5);
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.2);
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 45.0);
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, spot_direction);
glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 2.0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT1);
but my scene is almost completely dark except when I do not put the line glEnable(GL_LIGHTING).What am I doing wrong?