I'm looking into doing deferred lighting. I'm wondering if it is possible to 
use multiple render targets in source, ie. mutliple target, single pass. If 
not, and I use a separate pass for each element of the g-buffer, what kind of 
performance impact could I expect. The shaders for each pass are quite simple, 
so is most rendering incurred because of complex shaders (meaning the 
transforms and rasterization itself is fast) or is rasterization itself costly? 
Can I expect adequate performance doing 4 or maybe more geometry passes per 
frame if the shaders are very simple? Thanks for any info, thoughts, tips, etc.
                                          
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