   help with light culling for deferred rendering (or light pre-pass)
  HiHas anyone tried modifying Rendermonkey's deferred rendering sample to use light culling?  I tried it last night, but came out unsuccessful, so I do need some help on this.I retained the original shading pass to make it a full-screen light pass, and duplicate it again to create a sphere as stencil for cullling omni light.  But I am having trouble setting up the technique so it only shades the portion of screen where sphere geometry covers.  I also have no clue on how to test camera to see if it is "inside light" and "outside light' in rendermonkey.  Any body had tried that?Thanks,James   