   Volumetric Light Scattering as a Post-Process (GPU Gems 3)
  Hi!I'm haveing problems implementing Volumetric Light Scattering with DirectX 10 from GPU Gems 3 article "Volumetric Light Scattering as a Post-Process".I've read it several times, but I can't figure it out completely.I render all the occluding objects black, and a sphere (which is the sun) white, and saves it to a render target. That's all I've done so far.Now my problem:1. Should I use another render target to the Additive Sampling, by using the render target with all the occluding objects?2. Then use a render target for the "normal" scene?3. Use a fourth render target to blend the additive sampling render target with the "normal" scene-render target?I'm not really sure how it "should" be done. Does it require four render targets in total?Any help would be appreciated!Thanks in advance!   
  Hi there,Please see this tutorial:http://www.mathematik.uni-marburg.de/~menzel/index.php?seite=tutorials&id=2The author used the same article and he made an excellent tutorial as well. Hope you find it useful.   ;  Hi b_thangvn!Thanks a lot for the tip!I managed to figure out how to implement it myself, so I now have working volumetric light scattering, so I'm really happy =)I will take a look at that tutorial though to see how he/she implemented it ;>Thanks!   