Deffered Shading in GLSL viewport and Game Engine

Bounty Attributes
Application: 
Blender
Type: 
New Feature
Functional Area: 
Game Engine
Status: 
Open
Problem/Feature Details
Details: 

In forward rendering, each object is rendered once for every light in the scene.

"Deferred rendering takes another approach: first of all of the objects render their "lighting related infomation" to a texture, called the G-Buffer. This includes their colours, normals, depths and any other info that might be relevant to calculating their final colour. Afterwards, the lights in the scene are rendered as geometry (sphere for point light, cone for spotlight and full screen quad for directional light), and they use the G-buffer to calculate the colour contribution of that light to that pixel."

Proposed Solution: 

http://www.gamedev.net/reference/programming/features/defRender/

Not sure where to put the bounty;

I can offer 80 hours of quality work in 3D modelling, texturing, music composition, web development, etc.