This is a rather old problem I've had with an OpenGL application.
I have a rather complex model, some polygons in it are untextured and colored using a plain color with glColor() and others are textured. Some of the texture is the same color as the untextured polygons and there should be no visible seam between the two.
The problem is that when I turn up the ambient component of the light source, a seam between the two kinds of polygons emerge.
see this image: http://www.shiny.co.il/shooshx/colorBug2.png
The left image is without any ambient light and the right image is with ambient light of (0.2,0.2,0.2).
the RGB value of the color on the texture is identical to the RGB value of the colored faces. The textures alpha is set to 1.0 everywhere.
To shade the texture I use GL_MODULATE.
Can anyone think of a reason why that would happen and of a possible solution?