Is it possible to disable the deferred rendering system? I'm asking this because I've thought about PSSM.
What I'd do is, setting up a new camera which is just for PSSM and calculate the position in which i need to render. Now I guess nGene would render all the textures which are needed for the deferred system but I'd only need the depth map. Is there a special "shadow camera" or something?
Offtopic, but nevertheless.
You have a pretty strange way (at least to me) to calculate the projection matrix.
In my knowledge I know this calculation:
w = 1 / tan (fov * 0.5) h = w / aspect Q = far / (near - far) m34 = -1 Qzn = (near * far) / (near - far)
I've used this in tv3d and to my knowledge the same is used in DirectX. Now the cool thing is, I changed it and everything was fucked. :D
Can you tell me why you do this calculation? I'd be really interested.
Next thing, and this is just out of interest. How's it going with the animation system. Do you have allready a interface for it? As I said I'm implementing collada right now and I'll be soon at the point where I could read out the animations. (At least if everything goes smooth :) )