[DirectX 7 Programmer's Reference] Using Vertex Buffers (100%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Vertex Buffers
[DirectX 7 Programmer's Reference] Using Depth Buffers (87.8571428571429%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Depth Buffers
[DirectX 5 Programmer's Reference] Using Execute Buffers (80.2170868347339%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate-Mode Essentials > Using Execute Buffers
[DirectX 7 Programmer's Reference] Using Devices (67.5%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Direct3D Devices
[DirectX 7 Programmer's Reference] Using Lit Vertices (61.25%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Troubleshooting
[DirectX 7 Programmer's Reference] Using Z-Bias (43.1656346749226%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Depth Buffers > Using Depth Buffers
[DirectX October 2006 Documentation] Using Z-Bias (39.5898794300329%)
DirectX SDK > Introducing DirectX 9.0 > Direct3D Graphics > Getting Started with Direct3D > Transforms > Direct3D Rendering > Depth Buffers
[DirectX October 2006 Documentation] Using Vertex Tweening (39.5469492144684%)
DirectX Graphics > Direct3D 9 > Programming Guide > Advanced Topics > Vertex Pipeline > Geometry Blending > Vertex Tweening
[DirectX 8.1 C/C++ Programmer's Reference] Using Streaming Buffers (38.2218333557679%)
DirectX 8.1 (C++) > DirectX Audio > Using DirectX Audio > Wave Playback in DirectSound > DirectSound Buffers
[DirectX 8.1 Visual Basic Programmer's Reference] Using Streaming Buffers (38.2218333557679%)
DirectX 8.1 (Visual Basic) > DirectX Audio > Using DirectX Audio > Wave Playback in DirectSound > DirectSound Buffers
[DirectX 8.1 C/C++ Programmer's Reference] Using Vertex Tweening (38.0763609791743%)
DirectX 8.1 (C++) > DirectX Graphics > Programmers Guide > Advanced Topics > Vertex Tweening
[DirectX 8.1 Visual Basic Programmer's Reference] Using Vertex Tweening (38.0763609791743%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Advanced Topics > Vertex Tweening
[DirectX October 2006 Documentation] Using the Capture Buffer (37.9141988603222%)
DirectX SDK > Introducing DirectX 9.0 > Direct3D Graphics > DirectSound > Capturing Waveforms
[DirectX 5 Programmer's Reference] Using a Clipper with the System Cursor (36.5760148452974%)
DirectX Foundation > DirectDraw > DirectDraw Essentials > Clippers
[DirectX 5 Programmer's Reference] Using Conv3ds.exe (36.3623492875411%)
DirectX Media > Direct3D Retained-Mode > DirectX File Format > Appendix D: The Conv3ds.exe Utility
[DirectX 3 Programmer's Reference] Using a Custom Mixer (36.3252731922809%)
DirectSound > DirectSound Examples > Creating Sound Buffers
[DirectX 5 Programmer's Reference] Using a Clipper with Multiple Windows (36.1314913744581%)
DirectX Foundation > DirectDraw > DirectDraw Essentials > Clippers
[DirectX 3 Programmer's Reference] Using Compressed Wave Formats (35.8080318129705%)
DirectSound > DirectSound Examples > Creating Sound Buffers
[DirectX 8.1 C/C++ Programmer's Reference] Using Z-Bias (35.723275580255%)
DirectX 8.1 (C++) > DirectX Graphics > Programmers Guide > Using Direct3D > Rendering > Fog, Alpha Blending, and Depth Buffers > Depth Buffers
[DirectX 3 Programmer's Reference] Using the DirectSound Mixer (35.5845324515401%)
DirectSound > DirectSound Examples > Creating Sound Buffers
[DirectX October 2006 Documentation] Using Streaming Buffers (35.4676653270004%)
DirectX Audio > DirectSound > Programming Guide > Buffer Basics
[DirectX 5 Programmer's Reference] Using Wave Files (34.906489769821%)
DirectX Foundation > DirectSound > DirectSound Essentials > Using Wave Files
[DirectX 8.1 C/C++ Programmer's Reference] Using the Filter Mapper (34.8403597062949%)
DirectX 8.1 (C++) > DirectShow > DirectShow Tutorials > Enumerating Devices and Filters
[DirectX 8.1 Visual Basic Programmer's Reference] Using Z-Bias (34.0591888929485%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Using Direct3D > Rendering > Fog, Alpha Blending, Depth Buffers > Depth Buffers
[DirectX October 2006 Documentation] Using HLSL Shaders (33.8372305443917%)
DirectX Graphics > Direct3D 9 > Programming Guide > HLSL Shaders
[DirectX 8.1 C/C++ Programmer's Reference] Using X Files (31.9524113993423%)
DirectX 8.1 (C++) > DirectX Graphics > Programmers Guide > Direct3D Appendix > X Files
[DirectX 8.1 Visual Basic Programmer's Reference] Using X Files (31.9524113993423%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Direct3D Appendix > X Files
[DirectX 8.1 Visual Basic Programmer's Reference] Using Indexed Vertex Blending (31.6981215274716%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Advanced Topics > Indexed Vertex Blending
[DirectX 2 Programmer's Reference] Using a Custom Mixer (31.1782143687515%)
DirectSound > Overview > Creating Sound Buffers
[DirectX 2 Programmer's Reference] Using Compressed Wave Formats (30.6609729894411%)
DirectSound > Overview > Creating Sound Buffers
[DirectX 3 Programmer's Reference] Using DirectDraw Palettes in Windowed Mode (30.5969126781147%)
DirectDraw > DirectDraw Interface Overviews > IDirectDrawPalette Interface
[DirectX 2 Programmer's Reference] Using the DirectSound Mixer (30.4374736280107%)
DirectSound > Overview > Creating Sound Buffers
[DirectX 3 Programmer's Reference] Using System Messages (29.7533048307042%)
DirectPlay > DirectPlay Overview
[DirectX 2 Programmer's Reference] Using DirectX 2 in Windows (26.6153846153846%)
Introducing the DirectX 2 Software Development Kit > Using DirectX 2 in Windows
[DirectX 2 Programmer's Reference] Using DirectSetup (25.9383753501401%)
DirectSetup > Overview