DirectDraw Directly Surface Pixel Write

Im developing a aplication where I need to paint a bitmap (320x240) on the window a lot of times per second. I was using the drawdib function because I receive a pointer to a RGB 24 Bitmap [Byte  Pixels[240*320*3]; ) Now I want to make my application do this work using DirectDraw. The way I found to do that was getting a DC to the DirectDraw surface and paint the bitmap on the DC using StrechDIBits which is a very slow function. Im wondering If there is a way to do that copying directly the bits into the surface, like some examples that I saw that lock the surface and use the LpSurface pointer to manipulate pixels. I tried do to that but a did not get a working code. Help me please.
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Well, it's pretty much as you said: you lock the surface (though, if I recall correctly, this isn't strictly necessary in windowed mode, but it can't hurt), get the pointer to the pixels and start writing to it; and of course unlock the surface again when you're done.

What kind of problem did you have trying to do that? One thing to note is that the width of the pixel buffer is sometimes not the visible width, but rather surfacedesc.lPitch. Another problem might be that depending on the buffer format, you might have to do pixel format conversion (eg from 24 bits to 16 bits, or whatever).

For a tutorial on writing pixels to a DD surface, look here:

MauricioMaiaAuthor Commented:
Thanks chofreither,

I'm having just one problem now, I think Its a simple thing to solve but I never had to do that and the examples that I found did not work. My surfaces are created with 16 bits and I need to make then 24 bits. How do I create a 24 bits surface?
The surfaces you create in windowed mode always have the same depth as the current desktop display mode, so you have to write conversion routines for different pixel depths. This article should help you greatly:

Also look at this tutorial, especially the "Running windowed" section:

Hope that helps,

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