light2.specular_$eq(new RGBA(0.0f, 0.0f, 0.0f, 0.0f));
lightManager.addLight(light2);
// This is necessary for properly rendering scaled objects. Without this, small objects
// may look too bright, and large objects will look flat.
gl.glEnable(GL.GL_NORMALIZE);
// Coloring
gl.glColorMaterial(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE);
gl.glEnable(GL.GL_COLOR_MATERIAL);