Lighting seems inverted?

Hey guys



I have recently converted to a new camera orientation. (0,0,0) is in the left upper corner of the map. Y-axis increases when you move down, and x increases when you more right.

z is height over the map.



Light source is position at (7,0,10).



It seems that the lighting only light objects facing away from the light source. When i move the light source to  (7,15,10), everything is dark.



How do i get the light to act normal???





http://www.cs-lan.dk/screen3.png



Code for light source:

// Game light
      PointLight l = new PointLight();

      l.setLocation(new Vector3f(7,0,10));
      l.setDiffuse(ColorRGBA.red.clone());
      l.setDiffuse(new ColorRGBA(0.5f, 0.4f, 0.4f, 0.2f));
      l.setAmbient(new ColorRGBA(0.3f, 0.3f, 0.3f, 0.2f));
      l.setEnabled(true);
      l.setAttenuate(true);

      l.setConstant(0.1f); // Attenuation constant
      l.setQuadratic(.0004f);// Strength of light
      l.setShadowCaster(true);

      this.lights = display.getRenderer().createLightState();
      this.lights.setEnabled(true);
      this.lights.attach(l);
      this.rootNode.setRenderState(lights);
      this.rootNode.setLightCombineMode(LightCombineMode.Replace);



Camera:

int camAngle = 10;
cam.setLocation(new Vector3f(0, 0f, 20f));
cam.lookAt(new Vector3f(0,camAngle*-1, 0), new Vector3f(0, -1f, 0));
cam.setLeft(new Vector3f(-1f,0,0));   
cam.setLocation(new Vector3f(7, 17f, 20f));




Cullstate and z buffering:

// Fix z buffering
      ZBufferState buffer = display.getRenderer().createZBufferState();
      buffer.setEnabled(true);
      buffer.setFunction(ZBufferState.TestFunction.LessThanOrEqualTo);
      this.rootNode.setRenderState(buffer);

      // Cullstate
      CullState cs = DisplaySystem.getDisplaySystem().getRenderer()
            .createCullState();
      cs.setCullFace(CullState.Face.Front);
      rootNode.setRenderState(cs);



Thanks!
Matthias