How do I implement double buffering and real-time drawing in GDI+?

learn.microsoft.com/en-us/answers/questions/1190890/how-do-i-implement-double-buffering-and-real-time
Windows API - Win32. Windows API - Win32 A core set of Windows application programming interfaces (APIs) for desktop and server applications. Previously known as Win32 API. ... the back buffer should be rendered in the background. Please sign in to rate this answer. Yes No. 2 comments Show comments for this answer Report a concern. Xiaopo Yang ...

Windows GDI32 API or other method for essentially BitBlting ... - Reddit

www.reddit.com/r/GraphicsProgramming/comments/pc3sy9/windows_gdi32_api_or_other_method_for_essentially/
In that case a single full buffer BitBlt should be extremely fast and essentially a free operation, contrasted to a BitBlt per-scanline or manual update which I would expect to be much slower. ... With basic 2D Win32 GDI operations, you want to avoid being too clever. That whole API was designed to reflect the way hardware worked in the 90's.

Croaking Kero

croakingkero.com/tutorials/drawing_pixels_win32_gdi/
In this tutorial I'll show you how to draw pixels to a back buffer and copy that buffer to a Win32 window with GDI - Windows' native software rendering library. GDI is much less efficient using the graphics card via an API like OpenGL, but it's easier to set up and will work on every Windows computer regardless of graphics hardware and driver ...

c - How to grab raw buffer from bitmap in GDI? - Stack Overflow

stackoverflow.com/questions/74351457/how-to-grab-raw-buffer-from-bitmap-in-gdi
If I understand GDI correctly then the function GetDIBits retreives the raw pixel data from a captured bitmap image in windows. The GetDIBits function retrieves the bits of the specified compatible bitmap and copies them into a buffer as a DIB using the specified format. so the following code should grab the pixel data only

Windows GDI - Win32 apps | Microsoft Learn

learn.microsoft.com/en-us/windows/win32/api/_gdi/
The GetEnhMetaFileBits function retrieves the contents of the specified enhanced-format metafile and copies them into a buffer. GetEnhMetaFileDescriptionA The GetEnhMetaFileDescription function retrieves an optional text description from an enhanced-format metafile and copies the string to the specified buffer. (ANSI) GetEnhMetaFileDescriptionW

Double buffering in windows GDI graphics C++ - robertelder.ca

www.robertelder.ca/doublebuffering/
Here is the code to double buffer in c++ in windows GDI graphics /* this code goes in your window procedure in the WM_PAINT message handler NOTE: you may need to set the window background not to draw itself before you register the window class: [NAME_OF_YOUR_WNDCLASSEX].hbrBackground = NULL; */ RECT Client_Rect; GetClientRect(hWnd,&Client_Rect ...

Creating a back buffer in the Win32 GDI - GameDev.net

gamedev.net/forums/topic/307987-creating-a-back-buffer-in-the-win32-gdi/
I've tried (twice now, I think) to write a back buffer but the end result is merely a blank, white screen. Here's what I've done, basically: 1. Use BeginPaint() to get a handle to the main DC. 2. Use CreateCompatibleDC() to make a back buffer. 3. Draw bitmaps and stuff to the back buffer HDC. 4. BitBlt() from the back buffer to the main HDC.

How do I draw into the back buffer using Win32 calls?

community.khronos.org/t/how-do-i-draw-into-the-back-buffer-using-win32-calls/51283
Yes I want to draw into the back buffer using win32 GDI calls. I have come to the conclusion after a lot of reading and experiments that this is not possible. I've also tried using pbuffers and frame buffer objects in an attempt to do double buffering myself. However the hit on performance is too high. It is however possible in DirectX.

Draw Pixels to a Win32 Window in C with GDI : r/programming - Reddit

www.reddit.com/r/programming/comments/sjvetc/draw_pixels_to_a_win32_window_in_c_with_gdi/
GDI is very slow compared to graphics card APIs but you can do a fullscreen blit in about 2ms which is plenty more than 60fps. I'm going to be doing all the actual game rendering in software manually and only using GDI for copying the pixel buffer to the window so I think it's fast enough most of the time.

PIXELFORMATDESCRIPTOR (wingdi.h) - Win32 apps | Microsoft Learn

learn.microsoft.com/en-us/windows/win32/api/wingdi/ns-wingdi-pixelformatdescriptor
The buffer can draw to a window or device surface. PFD_DRAW_TO_BITMAP 0x00000008: The buffer can draw to a memory bitmap. PFD_SUPPORT_GDI 0x00000010: The buffer supports GDI drawing. This flag and PFD_DOUBLEBUFFER are mutually exclusive in the current generic implementation. PFD_SUPPORT_OPENGL 0x00000020: The buffer supports OpenGL drawing.
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