Thanks for the inputs. I understand that the second stage which actually does the rendering to the hardware is done better in DirectX. But, considering the first stage wherein the bitmap is drawn to the surface in memory (which is where I think is my bottleneck), does DirectX have any advantage?
For drawing new images repeatedly on a surface, is it worthwhile to do it by getting the DC of the surface and draw the bitmap using GDI's DrawImage? Or, is there a better way?
I had to do this as I could not find any suitable method in the Surface class to pass a new bitmap to be used on an existing surface. Instead, everytime I need to destroy the surface and create a new one using the new bitmap.
BTW, I'm uisng managed DirectX 9.0c on .NET Framework 1.1.
Thanks.