OpenGL's notion of a lighting model has three components:
The global ambient light intensity
Whether the viewpoint position is local to the scene or whether it should be considered to be an infinite distance away
Whether lighting calculations should be performed differently for both the front and back faces of objects
This section explains how to specify a lighting model. It also discusses how to enable lighting - that is, how to tell OpenGL that you want lighting calculations performed.
Global Ambient Light
Local or Infinite Viewpoint
Two-sided Lighting
Enabling Lighting
OpenGL Programming Guide