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Well, I''ve been programming some light 3D for some time, and I''ve begun coding on a bigger project: a space game. Now, I''ve been playing quite some games for the being, to get some inspiration of how a good game would be, and so on... I ran opun Tron 2.0, and I was really amazed by the glow. I thought, that this would be very nice for blurring the sun, so that it looked really real... I found out that it ran well (decent FPS, playable) on this 500 Mhz computer with 384 MB RAM, and a 64 MB Geforce 2 MX 400 graphicscard, which ONLY supports vertex shaders... Now, do you think that the blurring is done on the CPU, or is it achieveable using a vertex shader? I''ve found a PDF-file about it (look below for URL), but it only describes WHAT to do, not HOW... :/ Hope you can help me :D http://developer.nvidia.com/docs/IO/8230/D3DTutorial_EffectsNV.pdf

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Render what you want to blur to a texture, then re-render the same texture on top of itself four times, with offsets by (-1, 0), (1, 0), (0, -1) and (0, 1), with a blend of 50% or something. That''ll give you a crude blur, and I think that''s what they do for Tron 2.0, since it works in a GF2 card.

That might be faster than sending the buffer from VRAM to main RAM, having the CPU blur it and send it back to VRAM.

Of course, blurring a buffer at full screen resolution will probably be slow, so you''d better used half, or even a quarter screen resolution, for speed. If you look closely, you''ll notice Tron 2.0 does this too.

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