Quote: "how would i go on retrieving the texture an object is holding?"
I think you can use
dbLimbTextureName() for this. Either limb by limb, or just use limb 0 for the whole object.
Quote: "I know this could be easier done in hlsl coding"
Do you mean just the texture thing or Defferred Lighting? If you mean Deffered Lighting I would strongly recommend to do it with HLSL shaders, especially since the new DarkGDK 7.5 features the RENDERCOLORTARGET semantic.
But then, since you said your not that good with shaders it might be too hard to achieve decent Deffered Rendering...
I once tried it, but with less shader experience than today and without the new DGDK features, so I didn't have much success...
I remember this
GameDev-Article helped a bit. I think Evolved had a working Deffered Rendering running in DBPro too.
Good Luck!
Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.