[DirectX 3 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (100%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 6 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (100%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (90.7407407407407%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 6 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (90.7407407407407%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 3: Blitting the Off-Screen Surfaces to the Back Buffer (84.3220338983051%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 6 Programmer's Reference] Step 3: Blitting the Off-Screen Surfaces to the Back Buffer (84.3220338983051%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 7 Programmer's Reference] Step 2: Load the Bitmaps to the Off-Screen Surfaces (80.3418803418803%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 3: Loading a Bitmap on the Back Buffer (75.3841607565012%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 6 Programmer's Reference] Step 3: Loading a Bitmap on the Back Buffer (75.3841607565012%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 6 Programmer's Reference] Step 6: Hiding the Overlay Surface (74.8029944838456%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 7 Programmer's Reference] Step 1: Create the Off-Screen Surfaces (72.47150997151%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 5: Rendering to the Surfaces (71.6115051221434%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 7 Programmer's Reference] Step 3: Blit the Off-Screen Surfaces to the Back Buffer (64.458041958042%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 8.1 C/C++ Programmer's Reference] Step 4: Draw the Bitmap on the Client Area (59.0908195429472%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX 7 Programmer's Reference] Step 3: Load a Bitmap on the Back Buffer (55.7260410983815%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 7 Programmer's Reference] Step 4: Display the Overlay Surface (55.6078377886889%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Add a Menu Command to Grab a Poster Frame (55.3871158392435%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Create the Windows Framework (53.5352639873916%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Implement the Frame-Grabbing Function (52.6093380614657%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX 8.1 C/C++ Programmer's Reference] Step 2. Build the Filter Graph (52.2645784081954%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (47.0122501611863%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3: Change Buffer Parameters (47.0122501611863%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 2: Load a File (46.6182391288774%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Setting Device Properties (46.5658356615803%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX October 2006 Documentation] Step 3: Play the File (46.1552761659145%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (46.0863242352604%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Gaining Access to the Keyboard (45.8960169066552%)
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: Creating the DirectInput8 Object and the Keyboard Device (45.86708172147%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 1: Using the Keyboard
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Mapping Actions to Devices (45.4330539436922%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 5: Using Action Mapping
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Setting the Keyboard Parameters (45.4330539436922%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 1: Using the Keyboard