NOTE: This note is just for FIXED PIPELINE of OpenGL Rendering Procedure.
CAUTION: ModelView transformation influences light position if light is implemented with
CVector4D someWhere;
GLfloat lightPos[4] = {someWhere.x, someWhere.y, someWhere.z, someWhere.w};
glLightf(v)(GL_LIGHTi, GL_POSITION, lightPos);
so call glLightf(v)() between a pair of glPushMatrix(); and glPopMatrix(); would solve this problem.
CAUTION: ModelView transformation influences light position if light is implemented with
CVector4D someWhere;
GLfloat lightPos[4] = {someWhere.x, someWhere.y, someWhere.z, someWhere.w};
glLightf(v)(GL_LIGHTi, GL_POSITION, lightPos);
so call glLightf(v)() between a pair of glPushMatrix(); and glPopMatrix(); would solve this problem.