[DirectX 6 Programmer's Reference] Step 2: Create the Depth Buffer (65.8508158508158%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 6 Programmer's Reference] Step 1: Create a Window (62.995337995338%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 6 Programmer's Reference] Step 1: Enumerate Depth-Buffer Formats (62.6410869831922%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 6 Programmer's Reference] Step 3: Attach the Depth Buffer (61.3053613053613%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 6 Programmer's Reference] Step 3: Initialize the Scene (60.7226107226107%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Rendering the Scene (54.7785547785548%)
DirectX 8.1 (C++) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics C/C++ Tutorials > Tutorial 5: Using Texture Maps
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Defining a Custom Vertex Format (53.7878787878788%)
DirectX 8.1 (C++) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics C/C++ Tutorials > Tutorial 5: Using Texture Maps
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Initializing Screen Geometry (51.8113830613831%)
DirectX 8.1 (C++) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics C/C++ Tutorials > Tutorial 5: Using Texture Maps
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DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 5: Using Texture Maps
[DirectX October 2006 Documentation] Step 3 - Rendering the Scene (50.834649221746%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Creating the DirectInput Mouse Device (50.8139083139083%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 1 - Defining a Custom Vertex Format (50.4937401308369%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Create the Audiopath (50.1681651681652%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 5 Programmer's Reference] Step 1: Creating a Primary Surface (49.9742904154669%)
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DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 5: Using Texture Maps
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Create the Audiopath (49.8659673659674%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 5 Programmer's Reference] Step 3: Creating an Overlay Surface (48.7768114238703%)
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[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Create the DirectX Objects (48.7296037296037%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX October 2006 Documentation] Step 2 - Initializing Screen Geometry (48.5004968875937%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Initializing Screen Geometry (47.9652292152292%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 5: Using Texture Maps
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (47.4875124875125%)
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[DirectX 5 Programmer's Reference] Step 3: Create the Capture Buffer (46.2762237762238%)
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[DirectX 5 Programmer's Reference] Step 2: Setting the Mouse Data Format (45.9917784917785%)
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[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (45.972360972361%)
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[DirectX 3 Programmer's Reference] Step 4: Creating Flipping Surfaces (44.9089309383427%)
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[DirectX 3 Programmer's Reference] Step 6: Writing to the Surface (44.6192696192696%)
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[DirectX 3 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (43.4630263353668%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 1: Creating a DirectDraw Object (42.6621989121989%)
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[DirectX 3 Programmer's Reference] Step 5: Rendering to the Surfaces (42.3465423465423%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw