[DirectX 6 Programmer's Reference] Using Viewports (45.3547297297297%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > The Geometry Pipeline > Viewports and Clipping
[DirectX 6 Programmer's Reference] Using Materials (44.9324324324324%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Lighting and Materials > Materials
[DirectX 6 Programmer's Reference] Using Z-Bias (43.6373873873874%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Depth Buffers > Using Depth Buffers
[DirectX 6 Programmer's Reference] Using Texture Wrapping (42.7533783783784%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Textures > Texture Wrapping
[DirectX 6 Programmer's Reference] Using Execute Buffers (42.2297297297297%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Direct3D Devices > Execute Buffers
[DirectX 5 Programmer's Reference] Using Execute Buffers (33.8318097509274%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate-Mode Essentials > Using Execute Buffers
[DirectX 5 Programmer's Reference] Using Non-local Video Memory Surfaces (33.4244170641229%)
DirectX Foundation > DirectDraw > DirectDraw Essentials > Surfaces > Creating Surfaces
[DirectX 5 Programmer's Reference] Using DirectDraw Palettes in Windowed Mode (31.2807555454614%)
DirectX Foundation > DirectDraw > DirectDraw Essentials > Advanced DirectDraw Topics > Using DirectDraw Palettes in Windowed Mode
[DirectX 5 Programmer's Reference] Using Mode 13 (31.0426603073662%)
DirectX Foundation > DirectDraw > DirectDraw Essentials > Advanced DirectDraw Topics > Mode 13 Support
[DirectX 5 Programmer's Reference] Using Wave Files (30.2967673555909%)
DirectX Foundation > DirectSound > DirectSound Essentials > Using Wave Files
[DirectX 8.1 C/C++ Programmer's Reference] Using the Media Locator (29.0295442501325%)
DirectX 8.1 (C++) > DirectShow > Using DirectShow > DirectShow Editing Services > Using DirectShow Editing Services > Working with Sources
[DirectX October 2006 Documentation] Using ATL with DirectX COM Interfaces (28.706279809221%)
DirectX Software Development Kit > DirectX SDK Programming Guide > Using COM
[DirectX October 2006 Documentation] Using COM Interfaces (28.2558293587705%)
DirectX Software Development Kit > DirectX SDK Programming Guide > Using COM
[DirectX 8.1 C/C++ Programmer's Reference] Using the Media Detector (28.1962109167992%)
DirectX 8.1 (C++) > DirectShow > Using DirectShow > DirectShow Editing Services > Using DirectShow Editing Services > Working with Sources
[DirectX 2 Programmer's Reference] Using DirectX 2 in Windows (27.8632478632479%)
Introducing the DirectX 2 Software Development Kit > Using DirectX 2 in Windows
[DirectX October 2006 Documentation] Using C to Access COM Objects (27.4224960254372%)
DirectX Software Development Kit > DirectX SDK Programming Guide > Using COM
[DirectX October 2006 Documentation] Using Macros to Call DirectX COM Methods (27.4224960254372%)
DirectX Software Development Kit > DirectX SDK Programming Guide > Using COM
[DirectX October 2006 Documentation] Using Hardware Mixing (27.4102411234764%)
DirectX SDK > Introducing DirectX 9.0 > Direct3D Graphics > DirectSound > Optimizing Performance
[DirectX 2 Programmer's Reference] Using Macro Definitions (27.2514619883041%)
Introducing the DirectX 2 Software Development Kit > DirectX and the Component Object Model
[DirectX 8.1 C/C++ Programmer's Reference] Using Hardware Mixing (27.1701112877583%)
DirectX 8.1 (C++) > DirectX Audio > Advanced Topics in DirectX Audio > Optimizing DirectSound Performance
[DirectX 8.1 Visual Basic Programmer's Reference] Using Hardware Mixing (27.1701112877583%)
DirectX 8.1 (Visual Basic) > DirectX Audio > Advanced Topics in DirectX Audio > Optimizing DirectSound Performance
[DirectX 8.1 C/C++ Programmer's Reference] Using the DMO Base Class (27.1667991520933%)
DirectX 8.1 (C++) > DirectShow > DirectX Media Objects > DMO Reference > DMO Base Class Reference
[DirectX 8.1 Visual Basic Programmer's Reference] Using DirectPlay (26.3738738738739%)
DirectX 8.1 (Visual Basic) > DirectPlay
[DirectX 3 Programmer's Reference] Using Compressed Wave Formats (26.3384340222576%)
DirectSound > DirectSound Examples > Creating Sound Buffers
[DirectX 3 Programmer's Reference] Using Macro Definitions (26.3063063063063%)
Introducing DirectX 3 > The DirectX SDK
[DirectX 8.1 C/C++ Programmer's Reference] Using the DMO Test Application (26.1605723370429%)
DirectX 8.1 (C++) > DirectShow > DirectX Media Objects > Introduction to DirectX Media Objects
[DirectX 8.1 Visual Basic Programmer's Reference] Using Templates (26.0884624119918%)
DirectX 8.1 (Visual Basic) > DirectX Audio > Using DirectX Audio > Using Compositional Elements
[DirectX 3 Programmer's Reference] Using the DirectSound Mixer (25.5051006889242%)
DirectSound > DirectSound Examples > Creating Sound Buffers
[DirectX 8.1 Visual Basic Programmer's Reference] Using Transitions (25.2551290786585%)
DirectX 8.1 (Visual Basic) > DirectX Audio > Using DirectX Audio > Using Compositional Elements
[DirectX 8.1 Visual Basic Programmer's Reference] Using Audiopaths (25.106319554849%)
DirectX 8.1 (Visual Basic) > DirectX Audio > Using DirectX Audio
[DirectX 3 Programmer's Reference] Using a Custom Mixer (24.6717673555909%)
DirectSound > DirectSound Examples > Creating Sound Buffers
[DirectX 2 Programmer's Reference] Using Compressed Wave Formats (22.2843799682035%)
DirectSound > Overview > Creating Sound Buffers
[DirectX 2 Programmer's Reference] Using the DirectSound Mixer (21.4510466348702%)
DirectSound > Overview > Creating Sound Buffers
[DirectX 2 Programmer's Reference] Using DirectPlay (21.3813813813814%)
DirectPlay > Overview
[DirectX 3 Programmer's Reference] Using System Messages (19.9924924924925%)
DirectPlay > DirectPlay Overview