   Best fill rate from RAM
  Let's say you're trying to port a 15 year old game that originally rendered in software mode straight to a 1024x768 32bpp framebuffer. Now you replaced the framebuffer with an array you allocated in RAM. How do you get that RAM framebuffer displayed on a 1024x768 window in such an efficient way so that you hardly lose any FPS in the process, even on 10 year old hardware?Or for short : how do you get the best fill rate from RAM? Which libraries and techniques would you use?So far I've tried OpenGL, its Pixel Buffer Objects made the window white on a lot of Macs, and glDrawPixels() is an absolute performance trainwreck, the worst fill rate I've ever seen.   
Pixel Toaster might be what you're looking for.Note: I used PBOs to present the rendered image of my real-time raytracer to the screen and didn't have any problems on OS X and on Ubuntu Linux. So maybe you should just give this approach another try.   ;  There is also some middle ground between those two OpenGL functions, which is simply to use TexImage2D without PBO. Did you try that?   ;  I'd recommend using a dynamic texture and then drawing a quad to screen as well. If it were D3D, you'd have the option of using a surface as the render target and then doing a StretchRect operation. I'm not sure how to replicate that behavior in GL.   ;  A vote for SDL: multiplatform,and very easy to use for something like this, all SDL dependent code a couple of lines only:http://sol.gfxile.net/gp/ch02.htmlSDL home:http://www.libsdl.org/(sorry for the not-clickable-links ;) )