Hello,
I have run into a bit of a problem. I am doing different specular lighting effects on a highly tesselated mesh, which looks really nice by the way. When I apply my metal texture ( I am trying to get a metallic shine ) I lose all my lighting. I enabled blending but this doesnt seem to work correctly. Do I have to render the mesh with my lighting effects, then render it again with my texture and lighting disabled, then blend? If so, are there any other options? Because rendering my mesh twice will be quite costly. One other thing I have noticed is that I have to draw my mesh in pure white, so the texture is not colored differently. Does specifying a primitive color with glColor3f() before I draw have any effect on lighting? Thanks for any help.
Old GLman