Bink SDK 1.5v

Bink Examples for the Nintendo GameCube

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The Bink SDK supplies several example programs for Nintendo GameCube. To create these examples with SN Systems or CodeWarrior, just create a new project and include the appropriate C source file (ExamNbb.C, ExamNTex.C or ExamNAlf.C), and then add the Bink for Nintendo GameCube static library to the project (BinkNGC.a).
The following is a list of the example files that you can experiment with:
For an example of using Bink to display a video directly to the GameCube's YUV back buffer, see the "ExamNbb.C" file. This example is extremely simple because it doesn't use the GPU to render the video - it's just blasts it right to the back buffer. It's also very fast, because Bink doesn't have to convert out of YUV format.
For an example of using Bink to decompress onto a texture and then render the texture to the screen, see the "ExamNTex.C" file. This example uses our simple 3D wrapper, so be sure to also add the "NGCRAD3D.C" file to your project. Bink converts from YUV format directly into the GameCube's swizzled format inside the BinkCopyToBuffer function, so you can render the texture immediately! For an example of using Bink with alpha videos and then render the textures to the screen, see the "ExamNAlf.C" file. This example also uses our simple 3D wrapper, so be sure to also add the "NGCRAD3D.C" file to your project. You can download a small alpha test movie from our ftp-site. All of these examples also use a simple file to setup the GameCube for use, so you'll also need to include "NGCDemo.c" in your sample projects.

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Group: The Nintendo GameCube Platform
Related Sections: Alpha Planes
Related Functions: BinkCopyToBuffer

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