I managed to implement a deferred renderer it works pretty well, but I've
noticed that as I move around with the camera the point light shading is
following the camera, or it's just my impression ... :|.
As I perform any lighting calculation in view space I need obviously for the
light position to be expressed in view space. Therefore I multiply it for the
viewMatrix.
This is a VIDEO showing the problem:
http://img594.imageshack.us/img594/6477/pointlightissue.mp4
Currently I transform the light like this:
//view space light positionD3DXVec3Transform(&VSLightPos,&(*itr)->getLightPos(),&pRenderer->getViewMatrix());
Thanks in advance for any hint :)