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Editorial Team
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Editorial Team
Asked: May 17, 20262026-05-17T23:08:02+00:00 2026-05-17T23:08:02+00:00

I’m currently writing a simple game. My graphics code runs once per frame (approximately

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I’m currently writing a simple game. My graphics code runs once per frame (approximately 30 times per second), and writes RGB data to an array with 640 * 480 = 307200 entries.

I have created a Win32 window with a client area exactly 640 x 480 pixels in size. What’s the fastest way to get my RGB data displayed within the otherwise-empty window?

The window will need to be updated every frame, so I need to avoid flickering. Should I use GDI for this? Or is there a faster approach using a different library – say, DirectDraw?

Edit:

Thanks for all the replies. Firstly, let me rule out Direct2D as an option – I need to support Windows XP. Secondly, I have a background in 3D so the method suggested by Yann Ramin and Ben Voigtto – use Direct3D/OpenGL and a single textured quad – is how I’ve always done this in the past.

However, I was interested to find out whether a 2D API would be a better solution. Since there has been no definite answer, I threw together a test program. The code simply displays a framebuffer on the screen repeatedly, as fast as possible.

I’ve posted my results as part of this follow-up question.

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  1. Editorial Team
    Editorial Team
    2026-05-17T23:08:03+00:00Added an answer on May 17, 2026 at 11:08 pm

    The best you can do using GDI is use SetDIBitsToDevice to directly copy the RGB data from your array to the window. Of course, DirectX is the way to go if you need to completely eliminate flickering.

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