[DirectX 6 Programmer's Reference] Step 5.2: Render the Scene (55.5555555555556%)
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 (54.5940170940171%)
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 5.3: Update the Display (54.5253357753358%)
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 2.4: Prepare the Viewport (54.029304029304%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle > Step 2: Initialize System Objects
[DirectX 6 Programmer's Reference] Step 2.3: Initialize Direct3D (52.7649362132121%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle > Step 2: Initialize System Objects
[DirectX 5 Programmer's Reference] Step 4.3: Displaying the Overlay Surface (44.6049820062978%)
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 (44.3087318087318%)
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 (43.8776973259732%)
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 5 Programmer's Reference] Step 6: Hiding the Overlay Surface (43.5388055357096%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces > Step 4: Displaying the Overlay Surface
[DirectX 5 Programmer's Reference] Step 4: Displaying the Overlay Surface (43.1905083220873%)
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 (43.0317061442288%)
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 (42.3133153396311%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces > Step 4: Displaying the Overlay Surface
[DirectX 8.1 C/C++ Programmer's Reference] Step 2. Select a Capture Device (30.9865000590807%)
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 2. Set Media Types (30.4566544566545%)
DirectX 8.1 (C++) > DirectShow > DirectX Media Objects > Using DirectX Media Objects > How to Process Data with a DMO
[DirectX October 2006 Documentation] Step 3: Play the File (28.2017704517705%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (28.1826768239812%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Play the File (28.1483516483516%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 8.1 C/C++ Programmer's Reference] Step 5. Process Output (27.4566544566545%)
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 (27.4566544566545%)
DirectX 8.1 (C++) > DirectShow > DirectX Media Objects > Using DirectX Media Objects > How to Process Data with a DMO
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Play the File (27.4539072039072%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 3: Setting the Mouse Behavior (27.3343568196509%)
DirectX Input > DirectInput > Tutorials > Tutorial 2: Using the Mouse
[DirectX 3 Programmer's Reference] Step 1: Setting the Color Key (26.8436983803864%)
DirectDraw > DirectDraw Tutorials > Tutorial 4: Color Keys and Bitmap Animation
[DirectX 8.1 Visual Basic Programmer's Reference] Step 4: Shutting Down (26.8315018315018%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 1: Creating a Device
[DirectX 3 Programmer's Reference] Step 1: Creating the Palette (26.8268567181611%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX October 2006 Documentation] Step 1: Creating the DirectInput Mouse Device (26.3049450549451%)
DirectX Input > DirectInput > Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 2: Load a File (26.2017704517705%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 1: Enumerating the Joysticks (26.1967199467199%)
DirectX Input > DirectInput > Tutorials > Tutorial 3: Using the Joystick
[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Creating a Form (25.8315018315018%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 1: Creating a Device
[DirectX 3 Programmer's Reference] Step 4: Flipping the Surfaces (25.5645414472251%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (25.5313466084743%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface