   Drawing many objects with a sprite with high performance
  I want to develop a program with Managed DirectX which has the following features:* First I want to draw a 640x480-Picture (which is an array of 640 x 480 x 3 bytes (RGB)) on the background* Then I want to draw at least 25 15px x 15px-Rectangles (red).* The Rectangles have to be dragableI am already able to paint the picture and the rectangles as well as i am am able to drag the rectangles.BUT: the performance is sooo poor with 25 of them. It's easy when i have 3 (it needs about 15ms to draw everything). But with 25 rectangles it takes about 400ms.The major problem is, that i have to redraw everything, when i want to move 1 rectangle only 2px wide.I draw everything at once in one function between a Sprite.Begin() and a Sprite.End().btw: i create the rectangles from a bitmap with TextureFromBitmap().Is there a way to accelerate the whole thing or to skip unnecessary operations?   
  If you are composing and rendering a single sprite every frame, then you are effectively rendering everything on the CPU and completely bypassing any kind of hardware acceleration you could have benefited from.You may wish to consider instead drawing the components of your image on the graphics card by sending the appropriate commands instead (for instance, rendering the rectangles individually).   ;  Can you show me some tutorials how to do this? I am a complete noob at directx-programming and this is my first attempt.   