Original Post
Basically I am wondering what the best solution would be to light and show the specular highlights of a large surface with very few polys, such as a wall or ground. Assuming you wanted to have a point light or spot light correctly lighting up a small portion of a very large ground mesh made up of 1 quad, how would that be done? I assumed it would be done by pixel shader, but spotlights can put off many different shapes depending on how they are angled. Also, is it possible to place a point light right in the center of a large quad and have the bump map correctly shadow the quad in all directions instead of the entire quad being shadowed in one direction? I am sure that there are sites dedicated to this topic, I just cannot seem to find them. If anyone can give me any links or help, it would be much appreciated. -Chris