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Specular speculation



I've nearly finished the OpenGL support in our latest project. OpenGL support was added into an existing codebase which already supported RAVE and Direct3D....so all lighting and highlights were manipulated/supported directly.

The problem I have now is that, from what I can see anyway, there's no way to use all my lighting pre-calcs and highlighting with OpenGL unless the separate specular extension is supported (someone PLEASE correct me if I'm wrong, I'd love to be wrong on this one). Assuming that's the case, what can I do?

I'm using one directional light source and of course an ambient color and ambient light level. Obviously, those are supported in OpenGL and can be utilized without any problems. The problem I'm running into is with our water: I highlight the peaks manually. I don't see a way to pull this off through what's currently supported in the OpenGL/MacOS implementation.

Am I out of luck on getting this to work without direct specular manipulation, or is there an alternative/hack?

Thanks in advance for any info..




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