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dealing with fillrate problem in particle system (Nvidia demo)

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Hi, I'm trying to implment 'layered composition' approach that was used by NVIDIA demo for fog effects(fire vulcan or something like that :)) This approach works ... in terms of improving performace. But i've got a problem with the visual of the final image. Does anyone know how alpha blending should be done in this approach? I just use normal alphablending operations (srcalpha,invsrcalpha) when redering onto 1/4 sized buffer and use alphaadd(srcalpha,1) when bliting 1/4 buffer onto backbuffer. The final image looks ... well, kinda blurred. This is obvious when i look at the edges of objects that are inside fog.

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