Material properties, one at a time
Material component stack
The large sphere on the left carries the material you are editing. The small grey sphere beside it is a witness — it never changes. Turn the four material colours on and off to build the final image one term at a time, and note what happens to the witness when you add emission. Hover the scene to probe any surface point.
Ambient alone gives a silhouette with no shape, because it does not depend on the normal at all. Diffuse is what makes the sphere read as round. Specular says what the surface is made of. Emission only brightens the object itself — compare the floor underneath it in the last two panels.
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Alpha is the fourth number in the diffuse colour array, and it is the only alpha OpenGL 1.1 uses. Drop it and the witness sphere and floor start showing through.
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GL_LIGHT placed inside it as well, doing the actual illuminating.