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<title>BinkUnloadConverter</title>
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<meta name="description" content="unloads one or more of the Bink YUV to RGB converters.">
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<i>&nbsp;<a href="index.html" class=trn>Bink SDK 1.5v</a></i>
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<h1>BinkUnloadConverter</h1>
<p>The function <b>BinkUnloadConverter</b> unloads one or more of the Bink YUV to RGB converters.</p>
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<pre><b><a href="void.html" class=trn>void</a> <a href="BinkUnloadConverter.html" class=trn>BinkUnloadConverter</a>(</b>
<b>&nbsp&nbsp<a href="BINK_CONVERTER_FLAGS.html" class=trn>BINK_CONVERTER_FLAGS</a>&nbsp</b><i>flags</i>
<b>);</b></pre>
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<h4>In Parameters</h4>
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<dt><i>flags</i></dt>
<dd>Specifies the converter to unload.</dd>
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<h4>Discussion</h4>
<p>This function unloads one or more of the Bink YUV converters from memory. You can use memory most effectively by loading just the YUV converters that your game actually uses. For example, say you use the <a href="BINK_COPY_FLAGS.html#BINKSURFACE32">BINKSURFACE32</a> and <a href="BINK_COPY_FLAGS.html#BINKSURFACE32A">BINKSURFACE32A</a> surface types, use the following code to load the minimum coverters: </p><code><font size=3 color=#006000><pre><br>// First, unload all of the converters.BinkUnloadConverter( BINKCONVERTERSALL );<br>// Next, load just the converters you're going to use.BinkLoadConverter( BINKSURFACEYUY2 );BinkLoadConverter( BINKSURFACE32A );</pre></font></code><p></p>
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<b>Group:</b>
<a href="Bink API.html">Bink API</a><br>
<b>Related Sections:</b>
<a href="Memory management onxuuiga.html">Memory management on the Xbox</a><br>
<b>Related Functions:</b>
<a href="BinkLoadConverter.html">BinkLoadConverter</a>, <a href="BinkUnload.html">BinkUnload</a><br>
<b>Related Basic Types:</b>
<a href="BINK_CONVERTER_FLAGS.html">BINK_CONVERTER_FLAGS</a>, <a href="BINK_COPY_FLAGS.html">BINK_COPY_FLAGS</a>, <a href="void.html">void</a></p>
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<a href="mailto:Bink1@radgametools.com">For technical support, e-mail Bink1@radgametools.com</a>
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