We have defined a spot light to illuminate only the cube that is inside the sphere and, in turn, we enable it with the call glEnable(GL_LIGHT2). Also, an image map is applied to each side of the cube, which we enable with the call glEnable(GL_TEXTURE_2D). So as to illustrate two-sided materials (i.e., two-sided lighting), we disable this property when constructing the cube and reserve it for only the sphere. Last, we disable those items we enabled after displaying the cube.