And now i come to this thread and disgrace it with my own deferred shading experiments ^^U This is only rendermonkey (hence, i am reluctant to show it elsewhere) But the pass to Irrlicht is inmediate, or at least, the shaders go unchanged.
I leave the link so the boards aren't deformed
http://i47.tinypic.com/71r70y.jpgAnd a short video. I recorded it at 1600x900, so i couldn't keep the quality, or else the upload would take too long for me to wait.
http://www.youtube.com/watch?v=BglYG17DGD4Features:
-Deferred shading. Multiple lights are posible via extra renderpasses
-Deferred VSM. The shadows are calculated using the GBuffer information,
-Ambient Occlusion.
-Forward rendering for alpha blended objects.
-Sphere Reflections. They are disabled on the video, but they are posible, as a postproduction effect.