How would I make a textured mesh shiny (the equivalent of GL_SPECULAR and GL_SHININESS for a material)? I don't need the specularity to vary across the mesh, but it needs to take account of normals.
Also, how would I apply a texture to the front surface of a mesh, but a material to the back surface? I know how to do this with two different materials, but not for a combination of a material and a texture.