Probably your overload is faster if only part of the screen/image needs to be updated but, let's say a sidescrolling scenario, like having a larger than screen resolution image, it will not speed anything up because its needed to update all the texture so it's not different from my method, am i right??
Thw fact is that if i use the sfml function to draw a 640x480 pixels rectangle it is fast as light, but if i pass a fixed pixelsArray to texture etc (method in OP) it slow down like 95%!
I just need a fast (the fastest possible) way to display a pixelsArray, pixelsArray that i could modify during execution.
Thanks for the overload btw, surely will experiment with it!