[DirectX 3 Programmer's Reference] Step 3: Blitting the Off-Screen Surfaces to the Back Buffer (100%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 5 Programmer's Reference] Step 3: Blitting the Off-Screen Surfaces to the Back Buffer (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 (89.8305084745763%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 5 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (89.8305084745763%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (84.3220338983051%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 5 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (84.3220338983051%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 7 Programmer's Reference] Step 3: Blit the Off-Screen Surfaces to the Back Buffer (80.0358539765319%)
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 (73.2419761990624%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 3: Loading a Bitmap on the Back Buffer (73.2419761990624%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 3: Creating an Overlay Surface (72.9354489722322%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 3 Programmer's Reference] Step 4: Flipping the Surfaces (70.6996033177065%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 7 Programmer's Reference] Step 1: Create the Off-Screen Surfaces (70.2900912646675%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 7 Programmer's Reference] Step 2: Load the Bitmaps to the Off-Screen Surfaces (66.0528031290743%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 7 Programmer's Reference] Step 4: Display the Overlay Surface (54.2424893894422%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 7 Programmer's Reference] Step 6: Hide the Overlay Surface (54.2424893894422%)
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 4: Draw the Bitmap on the Client Area (54.1394698882077%)
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 (53.7157410746484%)
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 (53.2920122610891%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Add a Menu Command to Grab a Poster Frame (52.8682834475297%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX 8.1 C/C++ Programmer's Reference] Step 4. Get the Buffer (51.0561666065633%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (48.0009507261581%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3: Change Buffer Parameters (47.1534930990394%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Managing Exclusive Access to the Mouse (46.7277808740124%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 2: Creating the DirectInput Force-Feedback Device (46.2260679277448%)
DirectX Input > DirectInput > Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Setting Device Properties (46.2048814870668%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Initializing the Force-Feedback Device (46.2048814870668%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX October 2006 Documentation] Step 3: Play the File (45.9904927384192%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Setting the Keyboard Parameters (45.8803232468938%)
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: Gaining Access to the Keyboard (45.8803232468938%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 1: Using the Keyboard
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (45.4585778448022%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects