# Light matrix issues

I have a simple school task, I need to draw an octahedron and a sphere with light in it. It works, but works weird I use this code 8 times with different coordinates to draw an octahedron

glColor3f(1.0, 0.0, 1.0);
glVertex3f( 0.25 - position, -0.25 - position, -0.25);
glVertex3f( 0.25 - position, -0.25 - position,  0.25);
glVertex3f( 0.0  - position,  0.25 - position,  0.0);
// position is just an additional thing to move edges


and this to draw a sphere

if (lightEnabled == true) {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);

GLfloat lights[] = {0.3, 0.3, 0.3, 1.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, lights);
GLfloat lightsPosition[] = {0.0, 0.0, 0.5, 1.0};
glLightfv(GL_LIGHT0, GL_POSITION, lightsPosition);
} else {
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_COLOR_MATERIAL);

}
glutWireSphere(0.1, 25, 25);


Here's the screen of the problem with edges

I was told that this is a problem with normal matrix or something, but I can't figure it out.