Yeah, we have to use separate render targets since we're using different
post processing effects both on the normal buffer and the special entities
:)

Good luck!

> Thanks for the tip! It worked like a charm. I skipped the separate
> render target bit and simply re-render the entities that I don't want to
> have the  post processing effect on after its done. Maybe that'll get me
> into trouble later. But so far so good :-)
>
> /jarmo
>> Yeah we have done the exact same thing. Create a separate render target,
>> render certain entities just to that target, apply your post-processing
>> shader selectively, and blend afterwards.
>>
>> -- maarten
>>
>>
>
>
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