[DirectX 6 Programmer's Reference] Step 3.3: Prepare and Set Transformation Matrices (50.7935904675035%)
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 3.2: Set Up Material and Initial Lighting States (50.4566632437838%)
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 3.1: Prepare Geometry (50.2144398883529%)
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 5.1: Update the Scene (49.9875084114215%)
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 2.2: Set Up DirectDraw Surfaces (49.2111638850769%)
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 4.2: Setting Up the Source and Destination Rectangles (47.3333186348002%)
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 (46.2477503078526%)
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 2.1: Creating a Material (45.9018801410106%)
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 5: Rendering to the Surfaces (45.794355736811%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw > Step 4: Creating Flipping Surfaces
[DirectX 5 Programmer's Reference] Step 7: Flipping the Surfaces (45.794355736811%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw > Step 4: Creating Flipping Surfaces
[DirectX 5 Programmer's Reference] Step 6: Writing to the Surface (45.794355736811%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw > Step 4: Creating Flipping Surfaces
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2.2: Creating a Light (45.2262044653349%)
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 3 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (30.9241057662658%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 8.1 C/C++ Programmer's Reference] Step 1. Create the Required Components (29.4932431054386%)
DirectX 8.1 (C++) > DirectShow > Using DirectShow > Video Capture > How to Write a Capture Application > Building a Capture Graph
[DirectX 3 Programmer's Reference] Step 1: Setting the Color Key (29.3764290073693%)
DirectDraw > DirectDraw Tutorials > Tutorial 4: Color Keys and Bitmap Animation
[DirectX 3 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (28.6324390995991%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 3: Blitting the Off-Screen Surfaces to the Back Buffer (28.3499532238929%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Rendering the Scene (28.3211304950435%)
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 2. Select a Capture Device (27.8218348550829%)
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 4: Shutting Down (27.5635547374678%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 1: Creating a Device
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Rendering the Scene (27.2393997258128%)
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 4. Render the Streams (27.1461591794073%)
DirectX 8.1 (C++) > DirectShow > Using DirectShow > Video Capture > How to Write a Capture Application > Building a Capture Graph
[DirectX October 2006 Documentation] Step 3: Setting the Mouse Behavior (27.0718940284158%)
DirectX Input > DirectInput > Tutorials > Tutorial 2: Using the Mouse
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (26.9702311006659%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Creating a Form (26.8878790617921%)
DirectX 8.1 (Visual Basic) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics Visual Basic Tutorials > Tutorial 1: Creating a Device
[DirectX 8.1 C/C++ Programmer's Reference] Step 2. Set Media Types (26.7095751878361%)
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 - Rendering the Scene (26.4085033650251%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX October 2006 Documentation] Step 2: Setting the Mouse Data Format (26.3962183527401%)
DirectX Input > DirectInput > Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 1: Creating the DirectInput Mouse Device (26.3812033377251%)
DirectX Input > DirectInput > Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 3: Setting the Keyboard Data Format (26.1791831357049%)
DirectX Input > DirectInput > Tutorials > Tutorial 1: Using the Keyboard