I have the following problem.
I have an object, which I have to blur and this object is in sort of a box, but only in the edges of this box (box is an open box).
To blur the object, I render it in a texture -> then in the next step I downscale this texture -> then I blur it vertically and back to a texture -> then I blur this texture horizontal -> then I scale the texture up and render it to the screen
To draw also the box object, I render this object to another texture but only with lighting and then I draw this with additive blending on the screen.
The problem is that the blurred object is now transparent, and I have lost my depth values. So I have the choice if the box object is rendered over the blurred object or the other way round. But I want that the blurred object is inside the box object.
How can I make this the right way. I guess it is impossible the way I do that. Has anyone an idea?
I am using C++ with DirectX 11.