I'm trying to light a scene with a few simple objects. I have two lights, one spot light and one point light and the lighting seems to work fine on the objects in the scene, but when it comes to the textured floor its only affected by ambient and I can't figure out why. I thought it had something to do with normals by I defined it as I think it should be, pointing up. if I remove the texture I get the same results. what did I do wrong?
here is my code:
void drawFloor()
{
setMaterial(mat_specularFloor, mat_specularFloor, mat_specularFloor, mat_specularFloor);
//glColor3f(1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_2D);
//glEnable(GL_NORMALIZE);
glBindTexture(GL_TEXTURE_2D, g_Texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//glColor3f(.5, 0.5, 0.7);
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-50, 0, -50);
glTexCoord2f(10.0f, 0.0f);
glVertex3f( 50, 0, -50);
glTexCoord2f(10.0f, 10.0f);
glVertex3f( 50, 0, 50);
glTexCoord2f(0.0f, 10.0f);
glVertex3f(-50, 0, 50);
glEnd();
glDisable(GL_TEXTURE_2D);
}