Our application has one shader, written in GLSL, that's only a fragment shader (we don't supply a vertex shader in this case). It works wonderfully until we specify
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
The display then gets, to get technical, all sorts of messed up. This is the case even when we call
glEnable(GL_VERTEX_PROGRAM_TWO_SIDE);
Is this a bug, or am I missing something?