I am importing ASE files (3D Studio Max’s export file format) and I am just implementing specular lighting. The materials have two parameters to set the intensity and glossity of the specular lighting:
My understanding is that those parameters are a percent value. So you’d need to correspond those percent values into values OpenGl can properly use, probably floats. Perhaps a lookup table might help? Regardless, I think you’ll have to experiment with different settings in OpenGL to get your desired effect, unless you’re able to figure out how they map the percents to OpenGL values in 3DSMax.
It’s been quite a while since I used ASE files, but if I remember correctly, the closest approximation (exact?) to what 3DS shows is achieved by multiplying the two values together.
Try this
glMaterialf(GL_FRONT,GL_SHININESS,shini128.0f);
glMaterialfv(GL_FRONT,GL_SPECULAR,(spec.rshinistrength,spec.gshinistrength,spec.bshinistrength));
where spec is the materials specularcolor