Both choices will be very slow, its probably worth thinking of another way of doing it. Glowing can be done by rendering the scene to a lower resolution texture, then stretching it over the screen using one full-screen sprite, this will use the hardware's bilinear filtering to blur the image.
Sometimes though, this can still look too pixelated so extra blending can be done by rendering 3 or 4 full-screen sprites slightly offset from each other - but this can be quite a hit (because it's really heavy on fill-rate). You can speed things up a little by feeding back the low-res texture into itself using a number of offset sprites like you would in full-screen, but rendering it into the small texture instead before applying it as a full-screen sprite :)
|