You are setting light position after you have rendered. Try swapping lines like this:
Code:
glRotatef(Camera.Rotation.X, 1, 0, 0);
glRotatef(Camera.Rotation.Y, 0, 1, 0);
glTranslatef(-Camera.Position.X, -Camera.Position.Y, -Camera.Position.Z);
glLightfv(GL_LIGHT0, GL_POSITION, LightPosition); // Set light after camera
Entity.Draw; //draws the one visible object
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