The answer is . When Bink registers an 8-bit buffer, it is often paired with a separate palette texture (256x1 RGB32). On the GPU, a custom shader indexes the palette dynamically:
while (playing) BinkWait(my_bink_handle); // Wait for next frame // Bink writes directly to my_8bit_buffer, then calls callback // Render pass uses buffer + palette texture SubmitDraw(); bink register frame buffer8 new
BinkRegisterFrameBuffer8New or BinkRegisterFrameBuffer8Ex The new function introduces an extended parameter structure. Instead of a flat pointer, it accepts a BinkFrameBuffer8Desc struct: The answer is
Introduction In the world of game development, video middleware is often the silent workhorse. For over two decades, RAD Game Tools' Bink has been the gold standard for in-game video, prized for its tiny footprint, fast decode times, and unprecedented control over the frame buffer. However, as developers push toward exotic rendering pipelines and custom hardware, they often encounter a specific, poorly documented set of low-level commands: the BinkRegisterFrameBuffer8 routine and its elusive "new" variant. Instead of a flat pointer, it accepts a
The answer is . When Bink registers an 8-bit buffer, it is often paired with a separate palette texture (256x1 RGB32). On the GPU, a custom shader indexes the palette dynamically:
while (playing) BinkWait(my_bink_handle); // Wait for next frame // Bink writes directly to my_8bit_buffer, then calls callback // Render pass uses buffer + palette texture SubmitDraw();
BinkRegisterFrameBuffer8New or BinkRegisterFrameBuffer8Ex The new function introduces an extended parameter structure. Instead of a flat pointer, it accepts a BinkFrameBuffer8Desc struct:
Introduction In the world of game development, video middleware is often the silent workhorse. For over two decades, RAD Game Tools' Bink has been the gold standard for in-game video, prized for its tiny footprint, fast decode times, and unprecedented control over the frame buffer. However, as developers push toward exotic rendering pipelines and custom hardware, they often encounter a specific, poorly documented set of low-level commands: the BinkRegisterFrameBuffer8 routine and its elusive "new" variant.