> # NAME

> LightSpecular - 3D API light specular

> # USAGE

> LightSpecular[i] = float4(r, g, b, a)

> # VALID ENUMERANTS

> r, g, b, a: floating point values

> # DESCRIPTION

> Specify the specular intensity of the light. See the GL_SPECULAR description on the OpenGL glLight manual page for details. See the Specular member of the D3DLIGHT9 argument to IDirect3DDevice9::SetLight method.

> The standard reset callback sets the LightSpecular[i] state to float4(1, 1, 1, 1) when i is 0 and float4(0, 0, 0, 1) otherwise.

> # OPENGL FUNCTIONALITY REQUIREMENTS

> OpenGL 1.0

> # DIRECT3D FUNCTIONALITY REQUIREMENTS

> DirectX 9

> # SEE ALSO

> LightAmbient, LightAttenuation0, LightAttenuation1, LightAttenuation2, LightConstantAttenuation, LightDiffuse, LightDirection, LightEnable, LightFalloff, LightLinearAttenuation, LightModelAmbient, LightModelColorControl, LightModelLocalViewerEnable, LightModelTwoSideEnable, LightPhi, LightPosition, LightQuadraticAttenuation, LightRange, LightSpotCutoff, LightSpotDirection, LightSpotExponent, LightTheta, LightType, LightingEnable