Is it smart to be using glMaterial for lighting? Or no?

I’ve posted screenshots of my game engine in the ‘Your Games’ forum… but I’m a bit concerned about how to handle the lighting.

In the screenshots I’m using glMaterial to describe a/d/s/e for all the meshes, and then I set LIGHT0 to the camera position. The light is moving along with the camera, so it’s not really accurate lighting… but it looks a lot better than the alternative since I haven’t set up any lightmaps for my environment.

While I know how to set LIGHT* to a fixed position, and continue using glMaterial… I’m wondering if this is really the best way to do lighting in a game. I’m not opposed to doing my own math, and using glColor on all the vertices, but I’d only want to do this if it were better that way. I’m not really sure it is.

Does anyone have any insight on how to best do dynamic/atmospheric lighting in a opengl?