[DirectX 3 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (100%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 5 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (100%)
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 (90.7407407407407%)
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 (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 (89.8305084745763%)
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 (89.8305084745763%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 7 Programmer's Reference] Step 1: Create the Off-Screen Surfaces (79.8557692307692%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 5 Programmer's Reference] Step 3: Creating an Overlay Surface (79.6409574468085%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 5 Programmer's Reference] Step 1: Creating a Primary Surface (79.6409574468085%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 3 Programmer's Reference] Step 4: Creating Flipping Surfaces (75.1994680851064%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 6: Writing to the Surface (74.5744680851064%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 7 Programmer's Reference] Step 2: Load the Bitmaps to the Off-Screen Surfaces (72.9072398190045%)
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 3: Blit the Off-Screen Surfaces to the Back Buffer (69.4580419580419%)
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 1: Create a Primary Surface (59.4967266775777%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 7 Programmer's Reference] Step 3: Create an Overlay Surface (59.4967266775777%)
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 1: Create the Windows Framework (57.5398936170213%)
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 (55.1093380614657%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Grabbing a Poster Frame
[DirectX 8.1 C/C++ Programmer's Reference] Step 4. Get the Buffer (53.0053191489362%)
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 (53.0053191489362%)
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 (53.0053191489362%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Using the Sample Grabber
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (50.553916827853%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Creating an Effect (50.4315764023211%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX October 2006 Documentation] Step 3: Change Buffer Parameters (49.303916827853%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 4: Creating an Effect (49.1815764023211%)
DirectX Input > DirectInput > Tutorials > Tutorial 4: Using Force Feedback
[DirectX October 2006 Documentation] Step 1: Creating the DirectInput Object (48.83583172147%)
DirectX Input > DirectInput > Tutorials > Tutorial 1: Using the Keyboard
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (48.678916827853%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Setting Device Properties (48.5565764023211%)
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: Setting the Keyboard Parameters (48.21083172147%)
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: Initializing the Force-Feedback Device (48.1761416197124%)
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 (47.58583172147%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 5: Using Action Mapping