Bink SDK 1.5v

# BinkBuffer API

#### Discussion

The BinkBuffer API was written to make adding YUV blitting to your applications easy. Under Win32, the BinkBuffer API supports five different primary blitting styles (primary, DIBSection, overlay, YUV off-screen and RGB off-screen) and allows you to switch easily between them. Under MacOS, the API the direct-to-screen and GWorld blitting styles. The BinkBuffer API is almost identical on Win32 and MacOS, so porting will be easy. The BinkBuffer API is not supported on the Xbox (see ExamXbox.CPP) or Nintendo GameCube (see ExamNbb.C). Note that the BinkBuffer API will get your applications up and running almost immediately, but it is optional. If you already have DirectDraw, Direct3D or your own blitting solution up and running, you can skip the whole BinkBuffer API completely, and just have the Bink API copy right into your surface pointers. Also, BinkBuffers don't necessarily use any extra system memory. Overlays and most of the off-screen surfaces exist in video memory, and primary surface BinkBuffers don't require any extra memory at all! BinkBuffers are used a lot like the Bink API - you open and receive an HBINKBUFFER handle (which is a pointer to a BINKBUFFER structure), use the handle with the BinkBuffer API functions, and finally, close the BinkBuffer when you're done. See the ExamW32.C or ExampleMac.c files for simple examples.

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