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Texture blurring without mip mapping

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I've been wondering if how to blurr out a texture without useing mip mapping, in real time. My goal is to test out a color bleeding idea but i am not sure where to start.

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Render the texture(or the scene) to a small texture and then stretch the small texture to fill te screen.

maybe this will help:
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=36

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You'll get a better quality blur if instead you render it multiple times to another texture (or screen, and copy to texture), but jittered and suitably chosen intensities/weights. All the methods of bluring in a fragment shader can be applied with multitexturing and multiple passes, it just takes some more careful state setup.

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Is this posible in a vertex shader? currently (for a few mroe weeks anyway) I will be only usign a card with vertex shaders which has n suport for pixle shaders. also any tutorials over how to do this in a shader? (i also would liek to know if there are any render to texture vertex shader tutorals around. I'm using effect edit)

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