Yes, and now you've got me spending all my time on deferred shading when I've got other things to do.
![Smile :)](./images/smilies/icon_smile.gif)
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Like I said I know Jack $#|t of deferred rendering but from what I've seen so far looks like its based
on screen space, much like SSAO where an approximation of real 3 dimensional space is emulated.
Now this is fine when you've got the Z Depth Buffer and the World Normals to work from.
But I see that what there is on Specular Shading under DR is quite limited.
It is possible to generate Diffuse and Specular for geometry when lights are hypothetically closer to the
viewer than a given imaginary plane (parallel to the screen quad or screen space plane) .
Now there is an amount of positive and negative depth available through the Z Buffer, but that
Z Buffer can offer no more depth domain than what is contained within such a grey pixel which by the
time it reaches the image memory is usually at best a 32 bit pixel.
With this limitation there simply is not enough depth to really do all the things you can do with vanilla geometric math.
I must read more when I get time.
Please correct me, and if possible give me some pointers as to where I would look for more info
on this.
Anyway, I'm playing around with nature scenes in which I'm working on "Splatting" A.K.A "Texture Mixing"
with an Irrlicht recompile that gives me 8 images. It uses working versions of HLSL and GLSL to do this and might just
solve the problem caused by using Vertex colours for mixing when doing geography with Active Lod such as the Irrlicht Terrain Node.