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## Lightweight offscreen buffer support

The following functions provide support for creating, destroying and copying the contents of lightweight buffers to device contexts. Lightweight buffers may exist in system memory or hardware video memory. They are like a device context in that they can exist in video memory, but they have no rendering state associated with them so you cannot draw on lightweight buffers directly. Generally lightweight buffers are filled with bitmap data and used for fast sprite animation.

The data can be copied using a simple solid copy, with arbitrary stretching and shrinking of the data to a different-sized destination rectangle and with source transparency for drawing transparent sprites for animation. You can also draw just a section of the lightweight buffer on the device context as well.

MGL_copyBitmapToBuffer | MGL_copyToBuffer
MGL_createBuffer | MGL_destroyBuffer
MGL_lockBuffer | MGL_putBuffer
MGL_putBufferDstTrans | MGL_putBufferDstTransSection
MGL_putBufferFx | MGL_putBufferFxSection
MGL_putBufferPatt | MGL_putBufferPattSection
MGL_putBufferSection | MGL_putBufferSrcTrans
MGL_putBufferSrcTransSection | MGL_stretchBuffer
MGL_stretchBufferFx | MGL_stretchBufferFxSection
MGL_stretchBufferSection | MGL_unlockBuffer
MGL_updateBufferCache | MGL_updateFromBufferCache

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