As far i remember: it is not possible to make such deep changes as drop in replacement. at the very least you have to replace all materials used.
i think all gbuffer techniques implemented in jme where loosing the ability to have single object lighted.
I have not implemented shadowing.
More advanced game specific rendering techniques have the need for additional gbuffer data. also in such cases a common library is harder to design.
As far i remember getting a simple deferred lighting system to work was fairly simple without any core modifications.
There are at least 3 completely different pipeline approaches each with pros and cons.
In my technique it was not possible to use per object light equations. in a pbr env. probably not a big problem.
transparency is still a issue, eighter you still use forward rendering on those or you would have to implemet more complicated techniques.
all in all i it was simple to add the required features for my special need easily and i have by far not the knowledge on how to implement a general purpose solution
the thread regaring yadef:Yadef, Yet Another DEFerred renderer
- time flies