Material properties define how a surface reflects light.
Basically, they represent the surface color.
When lighting is active, glColor is ignored; the material is used instead.
Material properties are set using glMaterial.
blue = [0.1, 0.4, 1, 1] glMaterialfv(GL_FRONT, GL_DIFFUSE, blue)
Note: the 4th color value is alpha, and should be left as 1 for now.