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FC1/BinkSDK/htmlhelp/BinkBuffers to the Rescue.html
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<i>&nbsp;<a href="index.html" class=trn>Bink SDK 1.5v</a></i>
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<h1>BinkBuffers to the Rescue</h1>
<h4>Discussion</h4>
<p>So, which technology should you use? Bink's built-in software, overlays, or off-screen buffers? To help with this dilemma, Bink includes the BinkBuffer API. BinkBuffers hide a bunch of the DirectDraw complexity to make switching between the various colorspace options really easy. The Bink player, the ExamW32.C example, and the ExamMSS.C example all use the BinkBuffer API to make displaying Bink frames simple. Note, however, that the BinkBuffer API is fairly high-level, so if you've already got DirectDraw or Direct3D running in your application, you may simply want to skip BinkBuffers completely and use the internal Bink software routines to convert directly onto the primary or a secondary surface. See the ExamDDP.C file for an example of this type of playback. </p>
<p><a href="Sound under Win32.html">Next Topic (Sound under Win32)</a> </p><p><a href="Pros and Cons of YUVkjct5t.html">Previous Topic (Pros and Cons of YUV Off-screen Buffers under Win32)</a> </p><p>
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