Does anyone know if you can use the device context that can be extracted from a DirectDraw surface as a rendering context for OpenGL? I'm trying to do double-buffered rendering using both OpenGL and something else since some functionality I need (plotting LOTS of individual pixels very quickly) is too slow in OpenGL. But so far all I've found out how to do it to use GDI to plot the pixels but you can't use GDI on the backbuffer apparently so it flickers.