I don't know for SFML1.6 but the next version (SFML2) already provides you a function to update a region of a sf:Texture, maybe that's what you need?
////////////////////////////////////////////////////////////
/// \brief Update a part of the texture from an array of pixels
///
/// The size of the \a pixels array must match the \a width and
/// \a height arguments, and it must contain 32-bits RGBA pixels.
///
/// No additional check is performed on the size of the pixel
/// array or the bounds of the area to update, passing invalid
/// arguments will lead to an undefined behaviour.
///
/// This function does nothing if \a pixels is null or if the
/// texture was not previously created.
///
/// \param pixels Array of pixels to copy to the texture
/// \param width Width of the pixel region contained in \a pixels
/// \param height Height of the pixel region contained in \a pixels
/// \param x X offset in the texture where to copy the source pixels
/// \param y Y offset in the texture where to copy the source pixels
///
////////////////////////////////////////////////////////////
void Update(const Uint8* pixels, unsigned int width, unsigned int height, unsigned int x, unsigned int y);
Otherwise, maybe look into sf::VertexArray, there must be an hack-ish way to draw points directly on the screen...
Laurent would answer you better than me x]