Hey peeps,

I have tried to make my game have simple lighting which i have seen on many tutorials on the web. However, i cant get mine to have the same effect, and i cant work out why. All i want is shininess to be in effect, which i have seen on many screen shots, and also makes the other half of the shape to be darker (shading?), i will show my environment setup:

Code:
const GLfloat shininess [] = { 100.0 };
const GLfloat specular [] = { 1.0, 1.0, 1.0, 1.0 };

const GLfloat LightPos[] = { 1.0, 1.0, 1.0, 0.0 };


void glutInit(int argc, char ** argv) 

{

  	// Setup the basic GLUT stuff

  	

	glutInit(&argc, argv); 						// initialises environment

  	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); 	// uses a double buffer - colour mode - 



  	// Create the window

  

	glutInitWindowSize(200, 200); 					// creates the window size

  	glutInitWindowPosition(100, 150);  				// position of the window on the screen

  	glutCreateWindow("3D Draughts");



	// Register the event callback functions

  

	glutDisplayFunc(Display); 					// called everytime it needs to refresh the display

	glutIdleFunc(idle); 						// called when it isnt doing anything





	

  	glutKeyboardFunc(KeyboardHandler);         			// picks up keyboard strokes

	glutSpecialFunc(SpecKeyHandler);

	

	glutMouseFunc(processMouse);					// mouse movement and clicks

	glutMotionFunc(processMouseActiveMotion);







	glutReshapeFunc(Reshape); 					// called everytime it needs to reshape something



	orientMe();



	glClearDepth(1.0f);

	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	glClearColor(0.0, 0.0, 0.0, 0.0);


	glShadeModel(GL_SMOOTH);


	glEnable(GL_DEPTH_TEST);					// Enabling depth test




	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
	glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
	glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
	
	glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);	
	glEnable(GL_COLOR_MATERIAL);

	glLightfv(GL_LIGHT0, GL_POSITION, LightPos);

  	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);						// Enable lighting

	

									// At this point, control is relinquished to the GLUT event handler.

  	glutMainLoop();   						// Control is returned as events occur, via the callback functions.

   

}
If anybody could help, it would be a GREAT help, thank you very much.