If I use the native OpenGL lighting routines and use the OpenGL material properties routines to color/shade my objects, will this fall back to software or will it be done in hardware on a decent (i.e. > original Geforce, lower if possible) system?
Additionally, if it does end up not being hardware accelerated, would it make the scene faster if I kept using the glLight*, glMaterial* functions anyway, or if I did the dot products, etc. by myself, so that the video card wouldn’t necessarily stall while the calculations were being made?
(Basically I’m looking for an answer to whether or not the built in OpenGL functions for material and lighting will work for doing basic surface-light interaction calculations for those users that don’t have vertex/fragment programs)