I'm not really making a game, so that's why it's a bit unusual. If I loop over every single pixel and redraw every single one of them and if I have a window of say size 500x500 then that's 250,000 individual pixel updates. It can't seem to quite handle that
![:Ultraglee :ultraglee:](./images/smilies/ms-ultra-glee.png)
So what I've tried at the moment is keeping a table of the pixels that need to be updated and what they need to be updated to, and then only drawing those pixels in the draw method. I seem to remember in SDL (if I did it a certain way, it's been a while so I don't remember) this having the effect of just drawing over the top of what was already there, but LOVE seems to paste a big black rectangle over the top of everything and then I'm just redrawing over the top of that, except I'm not drawing anymore because my code thinks it doesn't need to do any more redraws till something gets updated (which nothing does yet, I haven't implemented that part). I assumed this big black rectangle was the background colour, so I did love.graphics.setBackgroundColor(0, 0, 0, 0) in love.load() but that didn't work.
If something's unclear let me know and I'll clarify, and if you want to see code ask me and I'll PM you or paste it here; it's only 80 lines (which I'd trim a bit anyway).
Help? Thanks in advance.