[DirectX 6 Programmer's Reference] Step 2: Create the Depth Buffer (59.6693584193584%)
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 (58.9550727050727%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 6 Programmer's Reference] Step 5: Render and Display the Scene (58.5567210567211%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 6 Programmer's Reference] Step 2: Initialize System Objects (58.1202131202131%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 6 Programmer's Reference] Step 3: Initialize the Scene (58.1202131202131%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Enumerating Force-Feedback Devices (49.3853368853369%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 C/C++ Programmer's Reference] Step 5: Playing an Infinite Effect (48.1948606948607%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Creating the DirectInput Force-Feedback Device (48.1287231287231%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Creating the DirectInput Joystick Device (47.7236305361305%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 3: Using the Joystick
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Enumerating Supported Effects (47.6157101157101%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 4: Using Force Feedback
[DirectX 5 Programmer's Reference] Step 1: Enumerating Force Feedback Devices (45.539183039183%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 Visual Basic Programmer's Reference] Step 9: Set 3-D Parameters (44.999444999445%)
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 1: Initializing the Force-Feedback Device (44.5039863518124%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX 5 Programmer's Reference] Step 2: Creating the DirectInput Force Feedback Device (44.2825692825693%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 4: Using Force Feedback
[DirectX 5 Programmer's Reference] Step 2: Creating the DirectInput Joystick Device (43.8774766899767%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 5 Programmer's Reference] Step 3: Enumerating Supported Effects (43.7695562695563%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 4: Using Force Feedback
[DirectX 5 Programmer's Reference] Step 2: Setting the Mouse Data Format (43.7507875007875%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 8.1 Visual Basic Programmer's Reference] Step 4: Load a Segment (43.5708735708736%)
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 1: Setting Up the Mouse (42.9399766899767%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 2: Using the Mouse
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Creating an Effect (42.9201354201354%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (42.0654345654346%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3: Play the File (41.3908313908314%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 2: Load a File (41.3908313908314%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (41.3511488511489%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3: Change Buffer Parameters (40.6368631368631%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 3 Programmer's Reference] Step 1: Setting the Color Key (39.851659967939%)
DirectDraw > DirectDraw Tutorials > Tutorial 4: Color Keys and Bitmap Animation
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (39.3970160274508%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 2: Creating a Simple Animation (39.1373742536533%)
DirectDraw > DirectDraw Tutorials > Tutorial 4: Color Keys and Bitmap Animation
[DirectX 3 Programmer's Reference] Step 2: Determining the Application's Behavior (38.5559187189622%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 8: Deallocating the DirectDraw Objects (38.0756356047054%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw