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I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong.

I'm new to this context. What does this mean in terms of render targets + blending?

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    \$\begingroup\$ It's "ping pong," referring to the back and forth nature. This question isn't very specific. Look for tutorials about multiple buffering, etc. If you get stuck, as a specific question about what you need help with here. \$\endgroup\$ – user41442 Jul 27 '14 at 20:13
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"Ping pong is a technique to alternately use the output of a given rendering pass as input in the next one."

(Example: http://www.seas.upenn.edu/~cis565/fbo.htm)

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