Opengl - Light looks different?

Hi,

I’m programming with LibGDX.

I added this code:


	    float lightColor1[] = {1.0f, 1.0f, 1.0f, 1.0f}; //Color (0.5, 0.2, 0.2)
	    float lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f};
	    gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, lightColor1, 0);
	    gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, lightPos1, 0);

I have two different smartphones. The Light looks different on this two smartphones. I don’t know why?

On the first smartphone the light is weak and on the second smartphone the light is bright.

EDIT:

OK. Now I programmed this:

		// Create light components
		float ambientLight[] = { 1f, 1f, 1f, 1.0f };
		float diffuseLight[] = { 1f, 1f, 1f, 1.0f };
		float specularLight[] = { 1f, 1f, 1f, 1.0f };
		float position[] = { 0f,0f, 5.0f, 1.0f };

		// Assign created components to GL_LIGHT0
		gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambientLight, 0);
		gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, diffuseLight, 0);
		gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, specularLight, 0);
		gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, position, 0);

It’s now a little bit better, but on the small smartphone the texture looks brighter.

Yes they will look different. Without calibrating both devices and using a proper color space like sRGB it will always be like this. Even doing that it will genrally look different. Brightness even more so, since even age of the monitor/screen will affect that. Screens are different, look different in different lighting conditions (your eyes do a bit white balance as it turns out), etc. doubly so on phones where screens are definitely not high end desktop publishing quality aka are not the calibration kind.

Its not suppose to look identical on different devices. Its suppose to look sort of the same.

Oh… OK.

I also first thought the same but then I thought, maybe I programmed it wrong.