Well afaik that's exactly what I'm doing with 

Image1.Picture.Bitmap.LoadFromRawImage(bitmaplist[ScrollBar1.Position].RawImage,
 False);

The flicker went away by placing the code outside the OnPaint handler. I can 
now draw with about 11fps. The images are streamed continuously from disk! So 
performance is not really bad, but I would like it to be better.

Regards, Darius





On Feb 8, 2012, at 2:19 AM, Bernd wrote:

> 2012/2/8 Bernd <[email protected]>:
> 
>> Image.BeginUpdate;
>> Image.Picture.Bitmap.Clear;
>> write the data directly to Image.Picture.Bitmap.RawImage.Data^
>> Image.EndUpdate
> 
> Oh, I forgot: set the size, this is actually the whole point of the
> clear Method: force it to create this raw image of the needed size if
> it does not yet exist.
> 
> Image.BeginUpdate;
> Image.Picture.Bitmap.Width := xxxx;
> Image.Picture.Bitmap.Height := yyyy;
> Image.Picture.Bitmap.Clear;
> write the data directly to Image.Picture.Bitmap.RawImage.Data^
> Image.EndUpdate
> 
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