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Editorial Team
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Editorial Team
Asked: June 3, 20262026-06-03T13:47:20+00:00 2026-06-03T13:47:20+00:00

I am trying to achieve a simple task (or so I thought) in XNA

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I am trying to achieve a simple task (or so I thought) in XNA 4.0. I have objects that need to glow (rendering and Gaussian blurring them and then adding them to the main scene). These objects can be at different depths so I will need to make sure that they are obscured by objects in front of them in the main scene. It’s 3D.

Because depth buffers cannot be re-used in XNA 4.0, I am having a hard time figuring out how I can achieve this?

I can find no examples or tutorials or explanations of this process. The bloom post process example of XNA also does not do exactly what I need, as it post processes the entire scene.

I know that I can preserve RenderTarget info by using PreserveContents, but it sounded like it was slow. Is there a way to achieve this without using PreserveContents?

Any help would be appreciated.
Thank you,
Riaan.

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  1. Editorial Team
    Editorial Team
    2026-06-03T13:47:22+00:00Added an answer on June 3, 2026 at 1:47 pm

    I’d try to render the glowing objects using a second rendertarget to store its depth… this is a multi target rendering technique…

    I suppose that you will need another for the non glowing objects..(or use the same, storing both depths with an addtive blending) to compare them at postproccess time…

    later in the post process it would be possible to know if the glowing object is visible or is hidden.

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