I'm parsing an OBJ-file in Android and my goal is to render & display the object. Everything works fine (vertices, textures etc) except the correct color mapping.
OpenGL expects a colorbuffer with rgb-values (+alpha) per vertex into glColorPointer, but the MTL offers three different color-values per material (diffuse,specular,ambient).
Question: How do I compute the expected rgb value for my vertex from these three types of color (diffuse,specular,ambient)? Right now I'm passing the diffusecolor when populating the colorbuffer (this is just a kind of playing around, because of not knowing the solution), the outcome is following: