One of the last features I wanted to implement for my Gouruad-shaded renderer was specular reflections. I spent a bit of time working on this last night and ran into a few problems, mainly with some things that I had set up in the past that should have been set up better. I'm hoping to get these sorted out tonight after work, and
then finish up this functionality.
You can see the current progress
here, this example has ONLY specular reflections, there is no diffuse lighting present.
If you're a graphics geek like me, this is a good example to see the true nature of specular reflections with Gouraud shading. Although all of the computations are technically "correct", the way that the polygons are drawn combined with the lack of geometry makes it look less like a shiny surface and more like flashes across the model's surface.
Some more information on Gouraud shading, as well as another visual example of specular highlights, can be see on the
Wikipedia page.
And for those of you who want something more...stay tuned for Phong shading :)