I just finished implementing my deferred lighting and shadow mapping system for the T2 (Logos) engine that will be used for my upcoming structure based game. Here is a nice little screenshot of the whole deferred lighting system with HDR, depth of field and shadow mapping using OpenGL 2.1 post-processing techniques. The tank is just there to show off the shadows.

i will be putting up a video soon.
Colin — October 9th, 2009 at 1:13 am