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What about sharing a single render target texture?

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It's quite common to use a ring-buffer and "ping pong" between them.

I discussed a few similar things in my journal last year - My original idea (16 lights per frame @ 240mb of VRAM) down to my revised method (~20mb for unlimited lights per frame) [grin]

Drawing up data-flow diagrams is usually a good plan here - work out exactly where your inputs and outputs go, and for how much of the frame you actually need to store unique results (e.g. my above plan works because I composite each light as I finish it).


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