[DirectX 6 Programmer's Reference] Step 5: Render and Display the Scene (61.9221056721057%)
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 (61.325297509508%)
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 (60.7425907425907%)
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 (60.1165501165501%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 6 Programmer's Reference] Step 1: Create a Window (59.4022644022644%)
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 (57.029637029637%)
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 Visual Basic Programmer's Reference] Step 3: Rendering the Scene (53.1834831834832%)
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 (53.1723115594083%)
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 (51.8113830613831%)
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 (50.4937401308369%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Defining a Custom Vertex Format (49.9417249417249%)
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 C/C++ Programmer's Reference] Step 6: Retrieving Buffered Data from the Mouse (49.8091801815206%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 2: Using the Mouse
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Setting the Mouse Behavior (48.9885114885115%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 2: Using the Mouse
[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 8.1 Visual Basic Programmer's Reference] Step 3: Create the Audiopath (46.2296037296037%)
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 4: Load a Segment (46.2296037296037%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 5 Programmer's Reference] Step 6: Retrieving Buffered Data from the Mouse (45.9630263353668%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 5 Programmer's Reference] Step 3: Setting the Mouse Behavior (45.1423576423576%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 5 Programmer's Reference] Step 4: Preparing for Buffered Input from the Mouse (44.6801727684081%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 3: Change Buffer Parameters (44.5654345654346%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 5 Programmer's Reference] Step 1: Creating the DirectInput Mouse Device (44.1899766899767%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (43.8511488511489%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 5 Programmer's Reference] Step 5: Managing Access to the Mouse (43.4955322455322%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 3 Programmer's Reference] Step 5: Rendering to the Surfaces (40.8963258963259%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (38.8535377665812%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 1: Creating a DirectDraw Object (38.4955322455322%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 2: Rotating the Palettes (38.475690975691%)
DirectDraw > DirectDraw Tutorials > Tutorial 5: Dynamically Modifying Palettes
[DirectX 3 Programmer's Reference] Step 2: Creating a Simple Animation (38.3732546523244%)
DirectDraw > DirectDraw Tutorials > Tutorial 4: Color Keys and Bitmap Animation