After Effects SDK 6 Skeleton Example Pixel load

Hello,
i'm new here and i'm new with the sdk 6 for AE.
I tryed a lot of code to get all pixel from a frame.
I want create a tonemaping plugin. I have a drago tonemapper base on C and i tryed to use the skeleton example from the sdk.
My question is.
How can i store all the pixel from a frame?
I tryed something like this:
scene = (SCENE*) malloc(sizeOf(SCENE)*width*height);
scene is a struct with three floats, r g b.
This dosen't work for me
So and then is saw ATLAS:
http://www.3dcg.net/software/atlas/
It's a tonemapping plugin for AE. So i tryed to understand how it works.
Next problem was, that i can not compile the atlas source code without errors.
So i tryed to copy line by line.
Now i can compile it without a error but AE crashed. And i don't know why.
Can some body help me?
I need only a fast and easy way to storage the pixel to use it for the drago tonmapping code. I use visual studio.
Thank's a lot and sorry for my bad english
greetz drewiss

Hi Toby,
in the noise sdk example, they iterate over the pixel and make a rendom noise.
They do this (not only):
if (niP){
                    tempF           = rand() % PF_MAX_CHAN8;
                    tempF          *= (niP->valF / SLIDER_MAX);
                    outP->alpha                    =          inP->alpha;
                    outP->red                    =          MIN(PF_MAX_CHAN8, inP->red + (A_u_char) tempF);
                    outP->green                    =          MIN(PF_MAX_CHAN8, inP->green + (A_u_char) tempF);
                    outP->blue                    =          MIN(PF_MAX_CHAN8, inP->blue + (A_u_char) tempF);
But they didn't store the pixel, they get one do something and set the pixel.
My problem is to store the pixel outside a iteration.
Something like that...
1.) Grab all the pixel with a iteration(?)
2.) Call the tonemapping method
3.) Set the new pixel to the output with a iteration(?)
It this way possible?
Thanks a lot!

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