   Deferred Rendering - View Space Coords question
  Hi,I'm working on my deferred renderer. First, I looked at some sample apps and read presentations about deferred rendering (e.g. nVidia's Deferred Shading example, Guerrilla Killzone 2 Deferred Shading presentation etc.) and I saw that they storage "view-space normal data" in Normal part of their G-buffer. And in lighting pass, they reconctruct "view space position" from their depth map and pass "view space light position/direction vector".The things I've talked above mean that they're all performing lighting calculations in view space, of course. But I do that in world-space! Why do they do all calculations in view space? Is that a performance trick, or much simpler (I don't think so) or something like that?Thanks in advance.Rohat.   
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