Assembly: Microsoft.WindowsMobile.DirectX (in microsoft.windowsmobile.directx.dll)
/** @property */ public boolean get_SpecularEnable () /** @property */ public void set_SpecularEnable (boolean value)
public function get SpecularEnable () : boolean public function set SpecularEnable (value : boolean)
Property Valuetrue if specular highlights is enabled; otherwise, false. The default is false.
Specular highlights are calculated as though every vertex in the object being lit is at the object's origin. This gives the expected results as long as the object is modeled around the origin and the distance from the light to the object is relatively large. In other cases, the results are undefined.
When this state is set to true, the specular color is added to the base color after the texture cascade but before alpha blending.