GPU particles library morphing

regarding the GPU particles library (3D transform), assuming I want to morph among different 3D positions, what is the best practice: morphing the values and then sending to the (Transform Texture), or create transitions among different (Transform Texture)s ?

it’s faster to create a transition between the two textures

I could not figure out how to do this without using a render pass for the texture mixing. This was then messing up the resulting texture. Is this the wrong way to go about it? Or do you just need the correct settings on your renderer & dxtexture to keep the data?

Think you have to set it to floating point 32 or 16 bits