[DirectX 6 Programmer's Reference] Step 5.3: Update the Display (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 5.2: Render the Scene (65.6866744366744%)
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 (64.4366744366744%)
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 (54.6450077700078%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle > Step 3: Initialize the Scene
[DirectX 5 Programmer's Reference] Step 6: Hiding the Overlay Surface (42.5342749355907%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces > Step 4: Displaying the Overlay Surface
[DirectX 5 Programmer's Reference] Step 4.2: Setting Up the Source and Destination Rectangles (42.2109990735218%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces > Step 4: Displaying the Overlay Surface
[DirectX 5 Programmer's Reference] Step 5: Updating the Overlay Display Position (42.0481638244796%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces > Step 4: Displaying the Overlay Surface
[DirectX 5 Programmer's Reference] Step 4.3: Displaying the Overlay Surface (41.9092749355907%)
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 (41.4926082689241%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces > Step 4: Displaying the Overlay Surface
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2.1: Creating a Material (39.3563362313362%)
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 2.2: Creating a Light (38.7313362313362%)
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 C/C++ Programmer's Reference] Step 1. Query for Stream Information (35.739121989122%)
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 (30.739121989122%)
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 4. Process Input (30.739121989122%)
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 3. Allocate Buffers (30.114121989122%)
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 (30.114121989122%)
DirectX 8.1 (C++) > DirectShow > DirectX Media Objects > Using DirectX Media Objects > How to Process Data with a DMO
[DirectX October 2006 Documentation] Step 2 - Defining the View Transformation Matrix (29.2382964257964%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 3 - Using Matrices
[DirectX October 2006 Documentation] Step 1 - Defining the World Transformation Matrix (28.4411025482454%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 3 - Using Matrices
[DirectX October 2006 Documentation] Step 2: Setting the Mouse Data Format (28.3828671328671%)
DirectX Input > DirectInput > Tutorials > Tutorial 2: Using the Mouse
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (27.9233809668592%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX October 2006 Documentation] Step 3: Setting the Mouse Behavior (27.7578671328671%)
DirectX Input > DirectInput > Tutorials > Tutorial 2: Using the Mouse
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Defining the View Transformation Matrix (27.6872654532229%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 3: Using Matrices
[DirectX 3 Programmer's Reference] Step 2: Creating a Simple Animation (27.2914295007318%)
DirectDraw > DirectDraw Tutorials > Tutorial 4: Color Keys and Bitmap Animation
[DirectX October 2006 Documentation] Step 3 - Defining the Projection Transformation Matrix (27.2128334628335%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 3 - Using Matrices
[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Defining the World Transformation Matrix (26.86722999223%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 3: Using Matrices
[DirectX 3 Programmer's Reference] Step 3: Configuring the Session Description (26.8563977618147%)
DirectPlay > DirectPlay Tutorials > Tutorial 1: Connecting by Using the Lobby
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Rendering the Display (26.7977855477855%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 2: Rendering Vertices
[DirectX 3 Programmer's Reference] Step 1: Creating the Palette (26.6733809668592%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 4: Flipping the Surfaces (26.6733809668592%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer