1-.if i maximize the window, i get a segment fault (linux)
It's possible to fix this issue, but I start to think that on-the-fly window resizing is a good idea, since a lot of "advanced" effects are based on window size (there a problem with shadows, too, for example). I'll fix this for now, and see later ...
2-the raydium_hdr_blur is a good candidate to make asm optimizations in a future Smile
ASM is evil ! Portability is good !
3-the downscaling section is made by software. Is better in that way instead of using opengl?
How ?

It seems that only a pixel shader program may be able to do this.
4-Can you explain which method are you using to know if the effect should be reseted/activated?
If the "camera" (eye) don't see any HDR texture, its sensibility is set to "max". This sensibility is the alpha factor. So if a HDR texture appears, the HDR effect is at its max, and then I decrement the sensibility using time and the precent of the screen covered with HDR.
All this will be configurable thru a function soon.
5-i have made a new commit with a second pass of the hdr, greater and softer, to make like an ambiental glow. What do you think about?
Nice ! But a bit too .. hmmm white, perhaps. The function I talk about in the previous point will allow user to enable/disable this new layer and its settings (alpa and color).
6-idea. The glow effect could be slightly tinted with the "main" color of the scene.
See above
7-time before applying HDR effect
I didn't play to SOTC, but I know that the game is using a "box" system (indoor, outdoor, ... you're probably read it like me in the making-of), wich does not exist in Raydium (core and arts).
I think our version is more generic, and allows automatically things like :
http://ftp.cqfd-corp.org/raycap2006-04-05-103929-00.jpg
http://ftp.cqfd-corp.org/raycap2006-04-05-104138-01.jpg
... wich needs manual box creation with SOTC, I think.
edit : but the problem now is to find wy this effect is failing (big speed problem) on some hardware !
