Is it standard for specular hilights with textures to not work right, or is it that implementations of opengl do not want to support correct specular hilights with texture mapping?
Its a very annoying to set up your specular hilights correctly and then to put a texture on your object to find out the specular gets screwed up. Now it seems I am going to have to put specular highlighting on a transparent layer, does that sound like the only solution? (If I am going to do that maybe I should even go ahead and try doing per-texel lighting as well )