I thought that ambient would give me the lights colour, I was giving it ago but came unstuck. so the multiplying are me experimenting. I'm only after displaying a model with it's texture and lighting.
Haven't used the specular or any of the other bits like materials, at the moment but will be used later. Same goes for the second or more lights. but this is early stages.
unsigned int light_id_one=0x4000;
unsigned int light_id_two=0x4001;
float light_ambient [4]={ 1.00f, 1.00f, 1.00f, 1.00f };
float light_specular [4]={ 0.00f, 0.00f, 0.00f, 0.00f };
float light_pos_one[4]={ -20.00f, 0.00f, -90.00f, 1.00f };
float light_pos_two[4]={ 20.00f, 0.00f, -90.00f, 1.00f };
// setup light numero uno.
glLightfv( GL_LIGHT0, GL_AMBIENT , &light_ambient [0] );
glLightfv( GL_LIGHT0, GL_POSITION, &light_pos_one [0] );
// setup light part deux.
glLightfv( GL_LIGHT1, GL_AMBIENT , &light_ambient [0] );
glLightfv( GL_LIGHT1, GL_POSITION, &light_pos_two [0] );
and then in drawing.
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
//uncomment for second light.
//glEnable(GL_LIGHT1);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();