I don't think deferred shading will slow it down any, from what I've read its only going to improve the framerate over forward shading when used with multiple light sources .
Might be an issue with older hardware not being able to implement it properly? I don't really know enough about it - but funny you should post about it today .
Our project won't benefit from using deferred shading either (outdoor scene, single light source, large terrain) so I have started looking at how to remove it or turn it off. Should make it easier to integrate the rest of our code then, as well as being more familiar .
This should then allow us to insert native opengl calls in between setting up the viewport and switching buffers to render our terrain and just for testing things that aren't necessarily suited to being in the scene graph, or rather, do not yet have scene graph support for.
If we're successful I'll post instructions on how to modify the source to disable it here. (Unless Nic is able to give some guidance ?)
Cheers,
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cameron
sandbox software