You can tell Bink to use triple buffering in the framebuffers, so you get automatic triple buffering just by changing a constant in BinkOpen. The Bink docs have a checklist on updating to the new API.īinkTextures now allows you to have multiple providers linked in and use them dynamically (like GL and D3D11 in the same EXE, or, more commonly, D3D11 and D3D11-GPU-assisted).Īdded new Apple Metal support for iOS - MUCH faster video than OpenGL, easily play 4K video on new iPads!Įxamples all streamlined and simplified - especially Linux and MacOS.īinkTextures source files renamed to be consistent across platforms. Merge BinkTextures API with the GPU assisted API - now, if you use BinkTextures, you can switch to GPU assisted decoding just by linking with a different source file!īinkTexture API streamlined and simplified - switching is easy, should take less than 15 minutes. Updated to Xcode 7.1 for tvOS, MacOS 圆4, and iOS.Fixed some window sizing and restoring problems for the RAD Video Tools on Windows 10 (update to Windfor sizing fix).Moved to native Linux 32-bit builds (vs hybrid MSVC build).Added Linux 64-bit Bink Player to distribution.Removed all the DirectDraw based options in the Bink player for Windows (just use DIBSections now).Removed all the weird buffer formats that no one uses anymore (BINKSURFACE24, BINKSURFACEYUVU, etc).You can still download the old Bink 1 3DS SDK if necessary. Dropped the Nintendo 3DS as a current platform (also cleans up the codebase).You can still download the old Bink 1 SPU decoder if necessary. Dropped the SPU version of the Bink decoder (which cleans up the codebase considerably).No modern app should need these old school modes. Dropped all the scaling compression options (2x height, 2x height interlaced, etc).We continue to recommend not using software blitters and to use the GPU for color conversion, though.
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