My code works for everything except specular component.
glEnable(GL_COLOR_SUM);
...
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, color);
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, 0, specular);
...
glDrawArrays(D3DPT_TRIANGLELIST, 0, 2);
It seems to ignore specular, but color, texture co-ordinates, positions, and so on are all completely fine.
This is NOT using lights and materials. Fixed-vertex pipeline. Shaders are not an option at this point, unfortunately.
glGetError() reports no errors at any point either.
you said:
specular can only be calculated when there is a light to get it from. (if you want I can go into the math behind it...)
from http://en.wikipedia.org/wiki/Specular_highlight:
on a side note what is D3DPT_TRIANGLELIST doing in OpenGL code? is that just a mistake in the question or does it actually work like that?