Specular Add
Specular highlighting creates bright spots on the object in correspondence with the shininess of the material
In OpenGL, this is done in the lighting calculation which is done outside of the i740
In Direct3D, a portion of this calculation is done within the pixel pipeline via ‘specular add’
- Unable to determine for sure, but believe this is simply a multiplication for each R, G, B, A component (multiplication by specular term)