Java 3D specifies that using a seperate specular color when doing
texture mapping is the prefered way to render objects. An acceptable
fallback is to use a single lighting color, and apply textures after
that. Our Direct3D version currently supports seperate specular color,
so the specular highlight is correct. Our OpenGL version does not
currently support seperate a specular color. We will be adding support
for that in 1.3.
Doug Twilleager
Sun Microsystems
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>Subject: [JAVA3D] Opengl - specular highlight on texture not working
>To: [EMAIL PROTECTED]
>
>It seems that specular highlight does not work when texture for object
>is set. Under DirectX version everything is ok, under opengl there is no
>light spot.
>
>Is it a known bug ? If no, then I can provide simple test case for it.
>
>Artur
>
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