I'm trying to get specular highlight over objetcs that are texture mapped. As far as I know, the only direct way for OpenGL to not compute the final color over the texture color (this is, as for example plain white) is with the call `glLightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)`, but that is not supported in OpenGL ES.

So, how can I do this? Do I have to use another texture for the specluar highlight, of is there another easier way?

Than you!

P.S. I'm using OpenGL ES 1.x