[DirectX 6 Programmer's Reference] Step 3: Initialize the Scene (42.4951859734468%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 6 Programmer's Reference] Step 2: Initialize System Objects (38.7073071855681%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 7 Programmer's Reference] Step 3: Initialize the Scene (38.1118881118881%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode C/C++ Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 6 Programmer's Reference] Step 2: Initializing the Performance (38.0777887571366%)
DirectX Foundation > DirectMusic > DirectMusic Tutorials > Tutorial 3: Using Compositions
[DirectX 7 Programmer's Reference] Step 3: Initialize the Scene (36.648677409547%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode Visual Basic Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 5 Programmer's Reference] Step 2: Rotating the Palettes (36.4968003011481%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 5: Dynamically Modifying Palettes
[DirectX 6 Programmer's Reference] Step 2: Rotating the Palettes (36.4968003011481%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 5: Dynamically Modifying Palettes
[DirectX 7 Programmer's Reference] Step 1: Initialize the Scene Geometry (35.6544919044919%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode C/C++ Tutorials > Tutorial 3: Using Alternate Primitive Styles
[DirectX 5 Programmer's Reference] Step 4: Flipping the Surfaces (34.9440052700922%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 6 Programmer's Reference] Step 4: Flipping the Surfaces (34.9440052700922%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 7 Programmer's Reference] Step 2: Initialize System Objects (34.3240093240093%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode C/C++ Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 5 Programmer's Reference] Step 2: Enumerating and Initializing the Service Providers (34.3071078097315%)
DirectX Media > DirectPlay > DirectPlay Tutorials > Tutorial 2: Connecting by Using a Dialog Box
[DirectX 7 Programmer's Reference] Step 1: Initialize the Scene Geometry (34.1912812021508%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode Visual Basic Tutorials > Tutorial 3: Using Alternate Primitive Styles
[DirectX 5 Programmer's Reference] Step 1: Creating the Palette (34.1864295125165%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 2: Setting the Palette (34.1864295125165%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Initializing the Force-Feedback Device (34.0247907463381%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 C/C++ Programmer's Reference] Step 4: Draw the Bitmap on the Client Area (33.9683618012422%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX 8.1 C/C++ Programmer's Reference] Step 4. Get the Buffer (33.8601366930171%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX 8.1 C/C++ Programmer's Reference] Step 3. Run the Graph (33.1025609354414%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Enumerating the Joysticks (32.6099537037037%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 3: Using the Joystick
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Initialize the Audio Environment (32.5801282051282%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 8.1 C/C++ Programmer's Reference] Step 2. Build the Filter Graph (32.3449851778656%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX October 2006 Documentation] Step 1: Enumerating the Joysticks (32.1671195652174%)
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[DirectX October 2006 Documentation] Step 1: Initialize (31.8589015151515%)
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[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Setting Up the Mouse (31.8251448306595%)
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[DirectX 8.1 Visual Basic Programmer's Reference] Step 4: Modifying an Effect (31.8014705882353%)
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[DirectX 8.1 Visual Basic Programmer's Reference] Step 5: Displaying the Action Map (31.777796345811%)
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[DirectX October 2006 Documentation] Step 4: Creating an Effect (31.3858695652174%)
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[DirectX October 2006 Documentation] Step 5: Displaying the Action Map (31.3621953227932%)
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[DirectX October 2006 Documentation] Step 4: Setting the Joystick Behavior (30.9386183367162%)
DirectX Input > DirectInput > Tutorials > Tutorial 3: Using the Joystick