Lighting Problem for the sphere

Hello,

I am Posting my Problem again.I am trying to give Lighting for my sphere.The sphere is lit but it is not a smooth output .If somebody can point out where the problem is it would be nice.

Initializing the lighting position


void init(void)
{
	int glewinitialize;
	GLfloat mat_specular[]={1.0,1.0,1.0,1.0};
	GLfloat mat_shininess[]={50.0};
	GLfloat light_position[]={-500.0,500.0,1.0,0.0};
	GLfloat light_position1[]={1.0,1.0,1.0,0.0};
	GLfloat diffuse[]={1.0,1.0,1.0,1.0};
	//GLfloat specular_light[]={0.5,0.5,0.5,1.0};
	GLfloat lambient[]={0.1,0.1,0.1,1.0};
	glClearColor(0.0,0.0,0.0,0.0);
	glClearDepth(1.0);
	glShadeModel(GL_SMOOTH);
	glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,mat_specular);
	glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,mat_shininess);
	glLightfv(GL_LIGHT0,GL_POSITION,light_position);
	glLightfv(GL_LIGHT0,GL_AMBIENT,lambient);
	glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse);
	glLightfv(GL_LIGHT0,GL_SPECULAR,diffuse);

	glLightfv(GL_LIGHT1,GL_POSITION,light_position1);
	glLightfv(GL_LIGHT1,GL_AMBIENT,lambient);
	glLightfv(GL_LIGHT1,GL_DIFFUSE,diffuse);
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lambient);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_LIGHT1);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_COLOR_MATERIAL);
	glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE);
	glEnable(GL_NORMALIZE);
    glewinitialize=glewInit();
	if(glewinitialize==GLEW_OK)
	{
		printf("GLEW is available
");

	}
	
}

creating sphere


void createsphere(int R,int H,int K,int Z)
{
	int n;
	int a;
	int b;
	int debug=0;
	int d=0;
	double mod;
	double B;


	n=0;
	for(b=0;b<=180-space;b+=space)
	{
		for(a=0;a<=360-space;a+=space)
		{
			
			vertex[n].x=R*(sin((a*PI)/180))*(sin((b*PI)/180))-H;
			vertex[n].z=R*(cos((b*PI)/180))*(sin((a*PI)/180))-Z;
			//B=cos((a*PI)/180);
			vertex[n].y=R*(cos((a*PI)/180))-K;
          	setNormals(n);	
			n++;
            
			vertex[n].x=R*(sin((a*PI)/180))*(sin(((b+space)*PI)/180))-H;
			vertex[n].z=R*(cos(((b+space)*PI)/180))*(sin((a*PI)/180))-Z;
			vertex[n].y=R*(cos((a*PI)/180))-K;
            setNormals(n); 
			n++;

setting up normals



void setNormals(int n)
{
	double mod;
	double v1[3],v2[3];
	if((n==0)||(n==1))
	{
		mod=sqrt(vertex[n].x*vertex[n].x+vertex[n].y*vertex[n].y+vertex[n].z*vertex[n].z);
		normalvec[n].x=-vertex[n].x/mod;
		normalvec[n].y=-vertex[n].y/mod;
		normalvec[n].z=-vertex[n].z/mod;
	}
	else
	{
        v1[0]=vertex[n-2].x-vertex[n].x;
		v1[1]=vertex[n-2].y-vertex[n].y;
		v1[2]=vertex[n-2].z-vertex[n].z;

		v2[0]=vertex[n-1].x-vertex[n].x;
		v2[1]=vertex[n-1].y-vertex[n].y;
		v2[2]=vertex[n-1].z-vertex[n].z;

		normalvec[n].x=((v1[1]*v2[2])-(v1[2]*v2[1]));
		normalvec[n].y=((v1[2]*v2[0])-(v1[0]*v2[2]));
		normalvec[n].z=((v1[0]*v2[1])-(v1[1]*v2[0]));

		mod=sqrt(normalvec[n].x*normalvec[n].x+normalvec[n].y*normalvec[n].y+normalvec[n].z*normalvec[n].z);
		normalvec[n].x=normalvec[n].x/mod;
		normalvec[n].y=normalvec[n].y/mod;
		normalvec[n].z=normalvec[n].z/mod;
	}
}

Displaying sphere


void displaysphere(double R)
{
	int b,b1,b2,b3,b4;
	int theta;
	int phi;

     glScalef(0.0125*R,0.0125*R,0.0125*R);

for(theta=0;theta<90;theta=theta+10)
	{
		for(phi=10;phi<=350;phi=phi+10)
		{
					 b=(phi/10)*2+(theta/10)*72; 
	         b1=((phi-10)/10)*2+(theta/10)*72; 
			 b2=((phi+10)/10)*2+(theta/10)*72;
			 b3=(phi/10)*2+((theta+10)/10)*72;
	         b4=(phi/10)*2+((theta+10)/10)*72-2;
	 
			normalvec[b].x=(normalvec[b].x+normalvec[b1].x+normalvec[b2].x+normalvec[b3].x+normalvec[b4].x)/5;
            normalvec[b].y=(normalvec[b].y+normalvec[b1].y+normalvec[b2].y+normalvec[b3].y+normalvec[b4].y)/5;
			normalvec[b].z=(normalvec[b].z+normalvec[b1].z+normalvec[b2].z+normalvec[b3].z+normalvec[b4].z)/5;

				}
	}

glBegin(GL_TRIANGLE_STRIP);
	
	for(b=1;b<=vertexcount;b++)
	{
		glNormal3f(normalvec[b].x,normalvec[b].y,normalvec[b].z);
		glVertex3f(vertex[b].x,vertex[b].y,vertex[b].z);
		
	}