Original Post
Hi, my application renders several particle systems with a spark texture. Now, I want the particles to glow. It should be possible to specify the intensity of the glow, but I'm unsure where to write it when rendering. There are probably several techniques for this: * One method is presented at Gamasutra and in the Nvidia SDK. It involves writing the brightness of each object to the alpha channel of the backbuffer. However, I can't do this since the spark texture has transparency - therefore, alpha blending is necessary. * Using multiple rendertargets, I could render the glow strength to a second surface. But MRTs don't allow antialiasing, and IIRC they have other limitations too. * Would HDR with integer (as demonstrated in the HDRFormats SDK Sample) be a good solution for this particular situation? I've read a lot of information about postprocessing, but I'm still unsure what to do and would be thankful for any advice. Tubos [Edited by - Tubos on July 17, 2007 2:38:08 PM]

