Than you definitely did something wrong. Luminance isn't about absolute values, but about relative values. There's no white. Gray and black are just as white as white is. They are just darker. But there's no limit as to how bright white can get.
unfortunately i dont like bloom, and feel it doesnt add anything to my game except brightness, and problems...
you can't have white textures anymore, for example
What bothers me even more, is that you are rendering your albedo values directly to your frame buffer. Albedo is the complement of the absorbtion factor of a material when the light that was not reflected enters the material. But in your case, there's no light at all. Just the 100% albedo (0% absorbtion) being rendered directly to the frame buffer as some white value with a given brightness (probably 1.0f).
Also Bloom is not just a cheap non-realistic effect. Bloom actually simulates how the light gets scattered when travelling through the lenses. So the resulting image isn't actually any brighter at all anyways. Bloom actually is part of the lens flare simulation, just the simplest part of it.
yes, i have no clue on the matter
my own implementation is probably not bloom in any sense of what you'd expect
however, my complaint was on other games' overuse, or perhaps theres a cheaper variant that does the same thing but simply increases brightness on everything
my experience of bloom isn't really with my own usage of it, since i tried it only once for myself (and HDR rendering is very new to me)
i don't know.. i once saw a bloom example of the crysis engine which i thought looked reasonable, or good, if you will
the crysis example also had a comparison image without bloom, and it looked very stale =) so, there's at least a way to do this right
one of these days i will take a look at this again, but for now im hopelessly struggling against fps =)
thanks for the tips