[DirectX 7 Programmer's Reference] Step 1: Enumerate Depth-Buffer Formats (88.5780885780886%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode C/C++ Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 7 Programmer's Reference] Step 1: Enumerate Depth-Buffer Formats (85.3590250329381%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode Visual Basic Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 7 Programmer's Reference] Step 4: Enable Depth Buffering (78.0517727886149%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode C/C++ Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 7 Programmer's Reference] Step 2: Create the Depth Buffer (76.7359833149307%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode C/C++ Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 7 Programmer's Reference] Step 3: Attach the Depth Buffer (76.7359833149307%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode C/C++ Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Create the Audiopath (51.4346142034929%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Retrieve the Buffer (50.7767194666508%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Change Buffer Parameters (50.7767194666508%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 3 Programmer's Reference] Step 1: Creating the Palette (48.0757229040982%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 1: Creating the Palette (48.0757229040982%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 2: Set the Capture Format (47.9396366410096%)
DirectX Foundation > DirectSound > DirectSound Tutorials > Tutorial 2: Sound Capture
[DirectX 5 Programmer's Reference] Step 1: Enumerating the Joysticks (47.6111226683309%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Enumerating the Joysticks (47.6111226683309%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 3: Using the Joystick
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Create the Audiopath (47.432563622495%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Create the DirectX Objects (47.432563622495%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Play the File (47.3528188059081%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 3 Programmer's Reference] Step 4: Flipping the Surfaces (46.759933430414%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (46.759933430414%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 4: Flipping the Surfaces (46.759933430414%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 2: Setting the Palette (46.759933430414%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (46.658593123124%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (46.0006983862819%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3: Change Buffer Parameters (46.0006983862819%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 Visual Basic Programmer's Reference] Step 5: Download the Band (45.4588794119687%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 8.1 Visual Basic Programmer's Reference] Step 7: Stop the Sound (44.8009846751266%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 8.1 Visual Basic Programmer's Reference] Step 9: Set 3-D Parameters (44.8009846751266%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 3 Programmer's Reference] Step 3: Loading a Bitmap on the Back Buffer (43.9447559518338%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (42.9703136826171%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX October 2006 Documentation] Step 3: Play the File (42.5767977255391%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 1: Enumerating the Joysticks (40.7929408501491%)
DirectX Input > DirectInput > Tutorials > Tutorial 3: Using the Joystick