What is ping-ponging?
As explained above, Render-to-texture (RTT) is the GPU equivalent of a feedback loop. In the first pass, the output of a computation is directed to a “write-only” texture, and in the subsequent pass, this texture is bound “read-only” as input for the computation. The process of alternately reading and writing from such textures (or a double-buffered pBuffer) is called ping-ponging’. In Direct3D, this is done with SetRenderTarget(texture), in OpenGL, glDrawBuffer() is used for a texture attached to a framebuffer object.