At the moment, I’m still concentrating on transitioning to XNA, C# and HLSL, while revising some of the stuff I’ve done previously in OpenGL, but things are going okay in all.
So far, I’ve got a working prototype for a deferred shading setup with normal mapping:
Deferred Shading with Normal Mapping
I also have basic shadow mapping, but I still am yet to include it in the deferred shader. However, here’s what the basic forward lighting shader looks like at the moment:
Basic Shadow Mapping
This functionality will soon be imported into KnightEdit and the lights will be very easy to place, making for rich, well lit scenes.