Do you confirm that a triangle with a solid blue texture shall look like a triangle with the three vertices color as 0,0,255 for the same material parameters?
Can the material 1,1,1,1 DIFFUSE value totally override the material AMBIENT component?
You did not say a word about the typo I noted : is it on your code too ?
To have 0,0,255 when only using ambient, you should have set :
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [ 1.0f, 1.0f, 1.0f, 1.0f]);
Otherwise you will have 0,0,38 (255*0.18f).
Diffuse and Ambient are separate.
EDIT : just saw you mentionned texturing. Try without any texture, until you have the expected result.
The point is that I can’t see the ambient effect when I draw the model using 1D textures like in my first post.
I supposed that setting material ambient as 1,1,1,1 will result in a almost white model (as it happens when I don’t use the 1D texture), what do you think?
What parameter can make the 1D texture drawing immune from material AMBIENT ?