[DirectX 6 Programmer's Reference] Step 5.1: Update the Scene (51.7399267399267%)
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 3.1: Prepare Geometry (51.5368455074337%)
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 5.3: Update the Display (51.025641025641%)
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 (51.025641025641%)
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 (50.9246006094746%)
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 4.1: Determining the Minimum Display Requirements (47.7355719615782%)
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 (47.5918938006586%)
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 (47.5272386282448%)
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 (46.0689052949115%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces > Step 4: Displaying the Overlay Surface
[DirectX 5 Programmer's Reference] Step 6: Hiding the Overlay Surface (45.8308100568163%)
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 2.2: Creating a Light (39.7430947430947%)
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 (39.7430947430947%)
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 October 2006 Documentation] Step 3 - Rendering the Scene (28.2622279681103%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 3 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (28.0520321876705%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Rendering the Scene (27.6303598362422%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 5: Using Texture Maps
[DirectX 3 Programmer's Reference] Step 3: Blitting the Off-Screen Surfaces to the Back Buffer (27.5329643910603%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (27.195550706189%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX October 2006 Documentation] Step 2 - Initializing Screen Geometry (27.1232318291142%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX October 2006 Documentation] Step 4: Creating an Effect (26.9457013574661%)
DirectX Input > DirectInput > Tutorials > Tutorial 4: Using Force Feedback
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DirectX 8.1 (C++) > DirectShow > Using DirectShow > Video Capture > How to Write a Capture Application > Building a Capture Graph
[DirectX 8.1 C/C++ Programmer's Reference] Step 3. Allocate Buffers (26.6672053436759%)
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 (26.6672053436759%)
DirectX 8.1 (C++) > DirectShow > DirectX Media Objects > Using DirectX Media Objects > How to Process Data with a DMO
[DirectX October 2006 Documentation] Step 1 - Defining a Custom Vertex Format (26.5657993966817%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Rendering the Scene (26.5486290670114%)
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 2: Setting the Mouse Data Format (26.4647792588969%)
DirectX Input > DirectInput > Tutorials > Tutorial 2: Using the Mouse
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Play the File (26.3775766716943%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 1: Playing Audio Files
[DirectX 3 Programmer's Reference] Step 1: Creating the Palette (26.323060996974%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 1: Creating a DirectDraw Object (26.1858974358974%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 8.1 C/C++ Programmer's Reference] Step 2. Select a Capture Device (26.1786252962724%)
DirectX 8.1 (C++) > DirectShow > Using DirectShow > Video Capture > How to Write a Capture Application > Building a Capture Graph
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Creating an Effect (26.0423400129283%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback