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D3D Specular coordinate Lighting??

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Hi, Does any one explain how the specular coordinates in the flexible vertex format works? The diffuse vertex will "absorb" all light and "diffuse" only the RGB light in the vertex.. That I can understand but for the specular component, how does the RGB components affect the specular light??.. Eg.. When I set a green diffuse with red specular point light, there is no specular reflectance at all when I set the vertex coordinate to (1,0,0).. shouldn''t I see a red specular reflection??..

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I can see the specular reflection when I modify the specular color in the flexible format..

What I like to know is how that color I specify affects the specular reflection, (Cause it''s doesn''t look the same as the specular reflection calculation in materials. The material uses the half vector * normal calculation.)


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