-- you can export render targets via shared memory interface
-- using next functions
-- LoSetSharedTexture(name) -- register texture with name "name" to export
-- LoRemoveSharedTexture(name) -- copy texture with name "name" to named shared memory area "name"
-- LoUpdateSharedTexture(name) -- unregister texture
-- texture exported like Windows BMP file
-- --------------------------------
-- |BITMAPFILEHEADER |
-- |BITMAPINFOHEADER |
-- |bits |
-- --------------------------------
-- sample textures : "mfd0" - full SHKVAL screen
-- "mfd1" - ABRIS map screen
-- "mfd2" - not used
-- "mfd3" - not used
-- "mirrors" - mirrors