I’ve jacked the ambient light all the way down to: ambientlight[4]={0,0,0,1}; and I only have a single lightsource.
But for some reason, the dark side of an object (say, a planet) is still, albiet barely, distinguishable. Although under many curcumstances it would appear to be totally black, if I have my brightness turned way up, I can see that it is definately not totally devoid of illumination. How can I ensure that the back side of a planet or whatever is TOTALLY un-illuminated if there’s NO light on it? Thanks!
better yet… if all or your vertices are of the color 0,0,0,1 (if you are just using materials then issue a glColor4f(0,0,0,1) on startup (or you can just do this for all the vertices)
then just issue glDisable(GL_LIGHTING);