   Specular with sphere map?
  I am trying to render a sphere mesh with a nice specular highlight (or faked highlight) using whatever method will work, except shaders.Having failed at getting per-vertex specular to look anywhere near halfway decent, I'm trying to use a sphere-map to add a specular highlight from a texture, maybe a texture like this:From what I have read I might be able to accomplish this using D3DTSS_TCI_CAMERASPACENORMAL along with the texture transform matrix as per the gamasutra article.My problem is that I don't really understand if I can get the effect that I want or even come close.This article seems to have the correct effects, however they don't do it on a sphere so I'm still not sure if it's even hypothetically possible.What makes things really complicated for me is that my game is (in essence) a 2D game rendered using Direct3D.  For this reason, I -never- change the view matrix.  Instead, I rotate the sphere by changing the world matrix, and then transform the light position by the same matrix to give the EFFECT that the camera is moving around.  (This way I have much, much better control over where the sphere ends up in screen coordinates.  If I want the sphere on the left, I just move it using the world matrix to (-1,0) and don't have to worry about the view angle.)Knowing this, how could I set up the texture matrices and render states to create my specular highlight texture on the correct part of the sphere?D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR and D3DTSS_TCI_CAMERASPACENORMAL seem like they would be useful, but then the texture never moves... because my LIGHT is moving but not my view matrix.If somebody could tell me if I am on the right track, or if this is even possible, I would be most grateful.-Jay   
  I would work on converting the camera system to one where the view matrix changes instead of the light moving around, if that is the only way to get this working... surely somebody knows?  I guess my questions are, can I fake phong shading in some interesting way using spheremapping, on a sphere?  And do I have to be modifying the view matrix instead of the light each frame to make it work?If anybody has any insight, I would appreciate it.   