[DirectX 5 Programmer's Reference] Step 3: Creating an Overlay Surface (93.4210526315789%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 5 Programmer's Reference] Step 1: Creating a Primary Surface (89.4736842105263%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 5 Programmer's Reference] Step 2: Testing for Hardware Overlay Support (86.9318181818182%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 7 Programmer's Reference] Step 4: Display the Overlay Surface (79.7570850202429%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 3 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (77.7659574468085%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 5 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (77.7659574468085%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 4: Flipping the Surfaces (75.4576659038902%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 4: Flipping the Surfaces (75.4576659038902%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 7 Programmer's Reference] Step 6: Hide the Overlay Surface (75.1518218623482%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 3 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (73.8770685579196%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 7: Flipping the Surfaces (73.5014619883041%)
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[DirectX 3 Programmer's Reference] Step 6: Writing to the Surface (73.5014619883041%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 7 Programmer's Reference] Step 3: Create an Overlay Surface (73.1781376518219%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 7 Programmer's Reference] Step 1: Create a Primary Surface (69.8886639676113%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 7 Programmer's Reference] Step 2: Test for Hardware Overlay Support (68.9258911819887%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 6: Using Overlay Surfaces
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DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 5: Using Action Mapping
[DirectX 8.1 C/C++ Programmer's Reference] Step 1. Specify the Media Type (55.8165634674923%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Implement the Frame-Grabbing Function (55.3676470588235%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX 8.1 Visual Basic Programmer's Reference] Step 5: Displaying the Action Map (55.1611314382212%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 5: Using Action Mapping
[DirectX 8.1 C/C++ Programmer's Reference] Step 2. Build the Filter Graph (54.500773993808%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Setting the Mouse Data Format (54.3412713304354%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 5: Displaying the Action Map (53.9111314382212%)
DirectX Input > DirectInput > Tutorials > Tutorial 5: Using Action Mapping
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (53.1326042378674%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (53.1326042378674%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3: Play the File (52.5852800450324%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Initializing the Force-Feedback Device (52.2552894675657%)
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 (52.0264565156206%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX October 2006 Documentation] Step 3: Change Buffer Parameters (51.8168147641832%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Creating an Effect (51.3685617787785%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Defining the Action Map (51.2137630171686%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 5: Using Action Mapping