I am writing an application that runs at a high frame rate and is using excessive CPU just for painting.
I traced the problem down to the function DrawDibDraw, which is a Windows API function.
Searching around on the web suggests that passing 32-bit bitmaps to this function yields better performance. I tried changing the TemporaryImage class to always use ARGB, but that resulted in my main window not being painted.
Am I missing something obvious? Is there some straightforward way around this?