[DirectX 6 Programmer's Reference] Step 5.2: Render the Scene (67.5616744366744%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle > Step 5: Render and Display the Scene
[DirectX 6 Programmer's Reference] Step 5.3: Update the Display (66.9366744366744%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle > Step 5: Render and Display the Scene
[DirectX 6 Programmer's Reference] Step 5.1: Update the Scene (66.3116744366744%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle > Step 5: Render and Display the Scene
[DirectX 6 Programmer's Reference] Step 3.3: Prepare and Set Transformation Matrices (59.5557220557221%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle > Step 3: Initialize the Scene
[DirectX 6 Programmer's Reference] Step 3.1: Prepare Geometry (55.8950077700078%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle > Step 3: Initialize the Scene
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2.2: Creating a Light (42.4813362313362%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 4: Creating and Using Lights > Step 2: Setting up Material and Light
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2.1: Creating a Material (42.4813362313362%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 4: Creating and Using Lights > Step 2: Setting up Material and Light
[DirectX 5 Programmer's Reference] Step 4.2: Setting Up the Source and Destination Rectangles (41.7799645907631%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces > Step 4: Displaying the Overlay Surface
[DirectX 5 Programmer's Reference] Step 4.1: Determining the Minimum Display Requirements (41.0296453059611%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces > Step 4: Displaying the Overlay Surface
[DirectX 5 Programmer's Reference] Step 5: Rendering to the Surfaces (40.9765928515929%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw > Step 4: Creating Flipping Surfaces
[DirectX 5 Programmer's Reference] Step 6: Writing to the Surface (40.9765928515929%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw > Step 4: Creating Flipping Surfaces
[DirectX 5 Programmer's Reference] Step 4.3: Displaying the Overlay Surface (40.6592749355907%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces > Step 4: Displaying the Overlay Surface
[DirectX 8.1 C/C++ Programmer's Reference] Step 1. Query for Stream Information (31.364121989122%)
DirectX 8.1 (C++) > DirectShow > DirectX Media Objects > Using DirectX Media Objects > How to Process Data with a DMO
[DirectX 8.1 C/C++ Programmer's Reference] Step 2. Set Media Types (31.364121989122%)
DirectX 8.1 (C++) > DirectShow > DirectX Media Objects > Using DirectX Media Objects > How to Process Data with a DMO
[DirectX 3 Programmer's Reference] Step 1: Creating the Palette (29.7983809668592%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 8.1 C/C++ Programmer's Reference] Step 3. Allocate Buffers (29.489121989122%)
DirectX 8.1 (C++) > DirectShow > DirectX Media Objects > Using DirectX Media Objects > How to Process Data with a DMO
[DirectX 8.1 C/C++ Programmer's Reference] Step 5. Process Output (29.489121989122%)
DirectX 8.1 (C++) > DirectShow > DirectX Media Objects > Using DirectX Media Objects > How to Process Data with a DMO
[DirectX 8.1 C/C++ Programmer's Reference] Step 6: Signal a Discontinuity (29.489121989122%)
DirectX 8.1 (C++) > DirectShow > DirectX Media Objects > Using DirectX Media Objects > How to Process Data with a DMO
[DirectX 3 Programmer's Reference] Step 2: Creating a Simple Animation (29.1664295007318%)
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[DirectX October 2006 Documentation] Step 1: Create the Audiopath (28.9384226884227%)
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[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (28.5483809668592%)
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[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Create the Audiopath (28.4430846930847%)
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 2: Setting Up the Vertex Buffer (28.0477855477855%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 2: Rendering Vertices
[DirectX October 2006 Documentation] Step 2 - Setting Up the Vertex Buffer (27.8841297591298%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 2 - Rendering Vertices
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Rendering the Display (27.4227855477855%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 2: Rendering Vertices
[DirectX October 2006 Documentation] Step 3 - Rendering the Display (27.2591297591298%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 2 - Rendering Vertices
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (27.0634226884227%)
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[DirectX 3 Programmer's Reference] Step 5: Creating a Player (27.0162814827449%)
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[DirectX 3 Programmer's Reference] Step 4: Flipping the Surfaces (26.6733809668592%)
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