[DirectX 6 Programmer's Reference] Step 2: Create the Depth Buffer (63.2215823392294%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 2: Adding a Depth Buffer
[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 1: Create a Window (61.8812559989031%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 6 Programmer's Reference] Step 3: Attach the Depth Buffer (61.0156999862882%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 6 Programmer's Reference] Step 4: Enable Depth Buffering (60.2804058686412%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Rendering the Scene (54.466611819553%)
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 (54.4289044289044%)
DirectX 8.1 (C++) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics C/C++ Tutorials > Tutorial 5: Using Texture Maps
[DirectX October 2006 Documentation] Step 1 - Defining a Custom Vertex Format (51.1187401308369%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Initializing Screen Geometry (51.1169386169386%)
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 Visual Basic Programmer's Reference] Step 3: Rendering the Scene (50.6204579733991%)
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 1: Defining a Custom Vertex Format (50.5827505827506%)
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 (50.5672695426016%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 8.1 C/C++ Programmer's Reference] Step 4: Preparing for Buffered Input from the Mouse (50.4871109282874%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 2: Using the Mouse
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Creating the DirectInput Mouse Device (49.7027972027972%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 2: Using the Mouse
[DirectX 5 Programmer's Reference] Step 1: Creating a Primary Surface (48.5037021801728%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Create the Audiopath (47.9943096119567%)
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 (47.824821211918%)
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 (47.2707847707848%)
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 1: Create the DirectX Objects (47.2590154943096%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 5 Programmer's Reference] Step 4: Preparing for Buffered Input from the Mouse (46.6409570821336%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 5 Programmer's Reference] Step 3: Creating an Overlay Surface (46.6339542810131%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (46.3511488511489%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 5 Programmer's Reference] Step 1: Creating the DirectInput Mouse Device (45.8566433566434%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (44.8805606158547%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 5 Programmer's Reference] Step 3: Create the Capture Buffer (44.3600027423557%)
DirectX Foundation > DirectSound > DirectSound Tutorials > Tutorial 2: Sound Capture
[DirectX 3 Programmer's Reference] Step 6: Writing to the Surface (43.4383427030486%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 5: Rendering to the Surfaces (42.7030485854015%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 4: Creating Flipping Surfaces (42.7030485854015%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 7: Flipping the Surfaces (42.7030485854015%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (42.2130263353668%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface