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C# or C++, Get backbuffer to bitmap while rendering

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What I am trying to do is update my textures while rendering. This is needed for a ticker and for a flash object. I have tried the following:" - Create a new texture and let it replace the old texture (fps = +/-10) - Create a new surface and let it update the surface of the texture (fps =+/-20) - Get surface graphics. But can't get alpha of the image (needed for ticker and flash to be transparent). My last idea is to fake transparent to grab the backbuffer of that moment and draw the part that is needed on the new bitmap. But how must I do this? Greetz, Cloudius

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