In the context of Bink Video (RAD Game Tools) or similar low-level graphics programming, registering a frame buffer is typically done via a structured API call.
: Standard Bink frames use 8-bit depth per channel (YUV 4:2:0), which aligns perfectly with the frame buffer8 naming convention often found in legacy GPU registers. Interleaved Streams bink register frame buffer8 new
If "buffer8" refers to an 8-bit indexed or palettized format: Bink rarely uses 8-bit output in modern versions. Most "new" implementations target 32-bit (BGRA/RGBA). In the context of Bink Video (RAD Game
Tech-poem (haiku) bink register call frame buffer8 wakes new light — old pixels remember bink register frame buffer8 new
BinkGetPalette() after registering the buffer to catch palette changes mid-video.bink.h for BINK_REGISTER_FRAMEBUFFER8_NEW define.