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Lighting untextured polygons

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When I light an untextured polygon, the polygon takes on the color of the light without regard to its own color. Is there a way to prevent this from happening, e.g., lighting a green quad with a red light results in an orange quad?

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It depends how you are defining the polygon color. If you are using the glColor functions, those only work if lighting is disabled.
To change the color used for lighting you have to define a material, with the glMaterial functions.

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