[DirectX 3 Programmer's Reference] Step 3: Loading a Bitmap on the Back Buffer (100%)
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 (100%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (84.8837209302326%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 1: Creating the Palette (84.8837209302326%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 1: Creating the Palette (84.8837209302326%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 2: Setting the Palette (84.8837209302326%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 4: Flipping the Surfaces (83.7209302325581%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 4: Flipping the Surfaces (83.7209302325581%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 7 Programmer's Reference] Step 3: Load a Bitmap on the Back Buffer (79.9865831842576%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (75.3841607565012%)
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 (75.3841607565012%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 7 Programmer's Reference] Step 1: Create the Palette (66.0330948121646%)
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: Flip the Surfaces (65.4516994633274%)
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 2: Set the Palette (65.4516994633274%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 8.1 C/C++ Programmer's Reference] Step 4: Draw the Bitmap on the Client Area (59.2252275025278%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX 7 Programmer's Reference] Step 2: Load the Bitmaps to the Off-Screen Surfaces (55.5626424055711%)
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. Get the Buffer (54.6498988877654%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Add a Menu Command to Grab a Poster Frame (52.4145962732919%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX 8.1 C/C++ Programmer's Reference] Step 1. Specify the Media Type (52.3243174924166%)
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 (51.7429221435794%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (51.5524404816619%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3: Change Buffer Parameters (49.8082544351503%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 2: Load a File (49.2647761742807%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Setting Up the Mouse (49.139397003401%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 3: Play the File (48.6833808254435%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (48.6454637374759%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Mapping Actions to Devices (47.4710451328247%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 5: Using Action Mapping
[DirectX 8.1 Visual Basic Programmer's Reference] Step 4: Configuring and Applying the Action Map (47.1123118324783%)
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: Gaining Access to the Keyboard (46.9275668719551%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 1: Using the Keyboard
[DirectX 8.1 Visual Basic Programmer's Reference] Step 4: Modifying an Effect (46.8896497839875%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback