In some tutorials where the lighting is introduced, people would start with an example of a sphere, lit by all three types of lights: ambient, diffuse and specular. One can then easily see, e.g. by switching off individual lights, that the ambient one is responsible for uniform lighting of the object, the diffuse one comes from a specific direction, and thanks to the specular light we can observe a bright spot on the surface.
I tried to repeat the same steps with a simpler example, a cube that the user can arbitrarily rotate. What I actually expected to see was a similar picture: I presume OpenGL should to some extent follow the rules of geometrical optics, and, if positions of both the light source and the camera are specified, there should be only one bright spot on one of the cube faces, the one that reflects the light source directly onto the camera.
However, I could only obtain uniformly lit faces, never a bright spot. So, my question is, is it actually possible to get it? Forgot to mention, I used the simplest possible triangulation -- 2 triangles per face. Another thing, I am using OpenGL ES 1.1 so, no shaders.