As noted in the description on setting the lighting, lighting is only applied to the plane model. Therefore, before calling the function that displays it, we enable lighting with the call glEnable(GL_LIGHTING). After which, we disable lighting.

The sphere that is being used here is a Wavefront model. We use it versus the sphere provided by GLUT (glutSolidSphere) since the obj model includes texture coordinates. Since a texture map is applied to the sphere, which appears also on the inside surfaces, we enable texturing with the call glEnable(GL_TEXTURE_2D) and disable it after the sphere is displayed. Note that the nameless texture object with its properites and associated bitmap is established in our init function.