gl.glLightfv(lightNum, GL2.GL_POSITION, values, 0);
gl.glLightfv(lightNum, GL2.GL_AMBIENT, black, 0);
gl.glLightf(lightNum, GL2.GL_CONSTANT_ATTENUATION, 1.0f);
gl.glLightf(lightNum, GL2.GL_LINEAR_ATTENUATION, 0.0f);
gl.glLightf(lightNum, GL2.GL_QUADRATIC_ATTENUATION, 0.0f);
gl.glLightf(lightNum, GL2.GL_SPOT_EXPONENT, 0.0f);
gl.glLightf(lightNum, GL2.GL_SPOT_CUTOFF, 180.0f);
}
// ---------------------------------------------------------------------