I’m trying to get specular highlight over objetcs that are texture mapped. As far as I know, the only direct way for OpenGL to not compute the final color over the texture color (this is, as for example plain white) is with the call glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR), but that is not supported in OpenGL ES.
So, how can I do this? Do I have to use another texture for the specluar highlight, of is there another easier way?
Than you!
P.S. I’m using OpenGL ES 1.x
One workaround would be to run in two passes: first pass renders the texture with ambient & diffuse lighting, the second pass renders the specular highlights on top of that (without texturing enabled).