Phong Lighting

For a given material and lighting conditions,
the rendering of a sphere results in a normal-indexed Lighting Table



glMatrixMode( GL_TEXTURE );

glLoadIdentity();
glMultMatrixf( model.rotMat );
[Phong Lighting]
[Up Arrow] glMatrixMode( GL_PROJECTION );

glLoadIdentity();
glFrustum / glOrtho( l, r, b, t, n, f );


glMatrixMode( GL_MODELVIEW );
glLoadIdentity();


glTranslatef( 0., 0., -model.dist );

glTranslate( +ctr.x, +ctr.y, +ctr.z );
glMultMatrixf( model.rotMat );
glTranslatef( -ctr.x, -ctr.y, -ctr.z );






glTexCoord3fv( normal_coordinates* );
glVertex3fv( vertex_coordinates );