Hi guys,
Yesterday, I started reading about HDR Bloom effect and today I tried to implement it, now I'm not sure if what I have done is correct and I'm guessing there could be something wrong?
Here is what I got so far:
[attachment=18916:01.png]
Here is what I did:
1. Render scene to texture with D3DFMT_A16B16G16R16F format to produce HDR scene texture
2. Render the HDR texture to full screen quad to apply gaussian blur vertically
3. Render the HDR texture to full screen quad again to apply gaussian blur horizontally
4. Render the final scene to full screen quad and give the shader the blurred scene texture (bloom texture) to multiply it with the scene
If I'm wrong or missing anything, please correct me.
Notice: The bloom texture size (width and height) is quarter the size of the scene:
device->CreateTexture(WindowWidth / 4, WindowHeight / 4, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &bloomTexture, NULL);