float [] amb = new float[] {.4f, .4f, .4f, 1},
dif = new float[] {.6f, .6f, .6f, 1},
spe = new float[] {.9f, .9f, .9f, 1};
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION , new float[] {1, 2, 1, 0}, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE , dif, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT , amb, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR , spe, 0);
gl.glLightfv(GL2.GL_LIGHT1, GL2.GL_POSITION , new float[] {1, 2,-1, 0}, 0);
gl.glLightfv(GL2.GL_LIGHT1, GL2.GL_DIFFUSE , dif, 0);
gl.glLightfv(GL2.GL_LIGHT1, GL2.GL_AMBIENT , amb, 0);
gl.glLightfv(GL2.GL_LIGHT1, GL2.GL_SPECULAR , spe, 0);
gl.glLightfv(GL2.GL_LIGHT2, GL2.GL_POSITION , new float[] {-1, 2, 0, 0}, 0);
gl.glLightfv(GL2.GL_LIGHT2, GL2.GL_DIFFUSE , dif, 0);
gl.glLightfv(GL2.GL_LIGHT2, GL2.GL_AMBIENT , amb, 0);
gl.glLightfv(GL2.GL_LIGHT2, GL2.GL_SPECULAR , spe, 0);
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);
gl.glEnable(GL2.GL_LIGHT1);
gl.glEnable(GL2.GL_LIGHT2);
// gl.glShadeModel(GL2.GL_FLAT);
gl.glEnable(GL2.GL_NORMALIZE);