Yup, looks a lot like what I'm trying to do. I'm already rendering the
glowing models in a separate render target for my own techniques, I'll try
applying the modified HDR pass like you did in stead of my own glows/blurs
to see which one looks best. Id have loved to have combined the glow for
the HDR and those for the glowing objects in one pass ( we did a similar
thing in an engine I worked on ) since blurs are costly, but I'll
definately try this, thanks!

-- Maarten

> For reference, this is what it looked like. I meant to link this in the
> previous email, I'm having a very weird day.
> http://www.project-valkyrie.com/images/stories/ingame/glowpreview.jpg
>
> Is that the kind of thing you're trying to achieve?
>
> -Tony
>
> On Thu, Sep 4, 2008 at 4:03 PM, Tony omega Sergi
> <[EMAIL PROTECTED]>wrote:
>
>> What I did in project valkyrie, was render all models that glow in a
>> secondary pass (which rendered all the glowy bits), and then call a
>> modified
>> version of the HDR pass on that rendertarget, and then overlayed it all
>> ontop in post process.
>> I had some other minor things like using pixelvisibility and whatnot to
>> determine if a model should render, it's not perfect, and at some angles
>> big
>> things will glow 'through' walls (ie: if you're looking through a
>> doorway
>> and someone is partially exposed, I didn't do any blocking with world
>> geometry, only other players and the view model will block, so I used
>> the
>> pixelvisibility as a quick test, from the first normal render pass.
>> There
>> are probably some much better ways to do it, but that's how I did it
>> anyway.
>> -Tony
>>
>>
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