[DirectX 6 Programmer's Reference] Step 7: Flipping the Surfaces (100%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 6 Programmer's Reference] Step 6: Writing to the Surface (92.5%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 6 Programmer's Reference] Step 5: Rendering to the Surfaces (92.4242424242424%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 6 Programmer's Reference] Step 4: Creating Flipping Surfaces (89.7058823529412%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 5 Programmer's Reference] Step 3: Changing the Display Mode (87.1212121212121%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 6 Programmer's Reference] Step 3: Changing the Display Mode (87.1212121212121%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 5 Programmer's Reference] Step 1: Creating a DirectDraw Object (84.7222222222222%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 5 Programmer's Reference] Step 2: Determining the Application's Behavior (84.2391304347826%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 5 Programmer's Reference] Step 4: Flipping the Surfaces (83.9205397301349%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 7 Programmer's Reference] Step 7: Flip the Surfaces (78.2824933687003%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 5 Programmer's Reference] Step 2: Rotating the Palettes (74.1789819376026%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 5: Dynamically Modifying Palettes
[DirectX 7 Programmer's Reference] Step 6: Write to the Surface (73.9721485411141%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 7 Programmer's Reference] Step 5: Render to the Surfaces (73.3974358974359%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 7 Programmer's Reference] Step 4: Create Flipping Surfaces (72.3557692307692%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 7 Programmer's Reference] Step 8: Deallocate the DirectDraw Objects (67.0966228893058%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 8.1 C/C++ Programmer's Reference] Step 3. Run the Graph (57.0689655172414%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX 8.1 C/C++ Programmer's Reference] Step 4. Get the Buffer (57.0689655172414%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX 8.1 C/C++ Programmer's Reference] Step 1. Specify the Media Type (55%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX 8.1 C/C++ Programmer's Reference] Step 2. Build the Filter Graph (53.3333333333333%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (52.9840647857889%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3: Play the File (52.8164402647161%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 8.1 C/C++ Programmer's Reference] Step 4: Draw the Bitmap on the Client Area (52.5396825396825%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (50.3978578892372%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3: Change Buffer Parameters (49.4280303030303%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 2: Load a File (49.3681644026472%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Setting the Keyboard Parameters (48.7859362859363%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 1: Using the Keyboard
[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Defining the Game Actions (48.7373737373737%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 5: Using Action Mapping
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Creating an Effect (48.6219958202717%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 Visual Basic Programmer's Reference] Step 4: Modifying an Effect (48.6219958202717%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Mapping Actions to Devices (48.3585858585859%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 5: Using Action Mapping