Thanks for all the replies everyone!
I thought bitmaps would be the fastest way of doing this, but it seems I was wrong...
I actually said that because I already asked a question about graphics:
no one ever responded to it... =(
I think that is the case because I didn't specify enough what I wanted, and so I made this thread, but I'm actually still asking the same question. I thought bitmaps were what I looked for so I asked that instead of the same question. I'm really happy you guys did respond to this thread!
@ Disch: Thanks for the CreateDIBSection
! I'll certainly try that and the pixel shaders if I can't find any better solution! I guess this satisfies my needs but I'd like to see if I can find any better solution which, for example, also supports full screen at a nice FPS.
@ AHCFan20: Yeah, I did say that, but I mean for now
I think I'd like to do some more complicated stuff in the future like primitive 3D-systems or something which do
need realtime pixel rendering (I program as a hobby). But can you give me a push in the right way how real real-time graphical applications do it then? I just want to know how they get their (already calculated) frames on the screen with a high framerate. I actually like to do the technical stuff myself instead of some OpenGL calculating my desired vectors.
I know this is a rather unusual (and hopefully not a too unpractical) approach, but after the pixel playing I'd like to experiment with some serious low-level graphics calculation which take up a lot of processing power.