After a bit of casual reading, I found out that Quake 1 used pre-baked lightmaps for static geometry.
How (if it is there) can specular lighting calculations be done on this static geometry, since specular highlight changes intensity depending on the view position? It can't be baked into the lightmap texture, right?
Quake was released in 1996, before GLSL, so I'm assuming if there is specular lighting on static geometry it must be done on the CPU unless GL_LIGHTING
was used. I assume this isn't the case as most Quake 1 maps have well over 8 lights ...