I did this a while back using C and OpenGL, and got very good performance by creating a full screen sized quad, and then use texture mapping to transfer the bitmap onto the face of the quad.
Here's some example code, hope you can make use of it.
#include <GL/glut.h>
#include <GL/glut.h>
#define WIDTH 1024
#define HEIGHT 768
unsigned char texture[WIDTH][HEIGHT][3];
void renderScene() {
// render the texture here
glEnable (GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D (
GL_TEXTURE_2D,
0,
GL_RGB,
WIDTH,
HEIGHT,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
&texture[0][0][0]
);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0, -1.0);
glTexCoord2f(1.0f, 0.0f); glVertex2f( 1.0, -1.0);
glTexCoord2f(1.0f, 1.0f); glVertex2f( 1.0, 1.0);
glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0, 1.0);
glEnd();
glFlush();
glutSwapBuffers();
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowPosition(100, 100);
glutInitWindowSize(WIDTH, HEIGHT);
glutCreateWindow(" ");
glutDisplayFunc(renderScene);
glutMainLoop();
return 0;
}