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reguarding masa glare demo

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( i assume this is similar to what i have on my computer ) http://www.daionet.gr.jp/~masa/rthdribl/ now im curious how s/hes doing it. the only way i can think of is downsizing the screen to say 80x60 pixels + then applying flare textures based on pixels brightness which does seem like a PITA ( + not very flexible ) or is s/he doing something different?

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You mean HDR? I suggest you look at the DirectX SDK, there's a bunch of demos and a lot of information about HDR and its implementation details.

As for the the flares, DOF, and other stuff in that demo, there's a lot of information on how he did it in his GDC slides:
http://www.daionet.gr.jp/~masa/archives/GDC2003_DSTEAL.ppt

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thanks heaps for that
it looks easier than i thought (but a lot more expensive with the high number of passes, maybe if i create a glarebuffer of 1/16 size its doable@60fps)

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