[DirectX 6 Programmer's Reference] Step 2: Create the Depth Buffer (56.4502948742079%)
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 (55.7360091599222%)
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 (55.3376575115706%)
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 (54.9011495750626%)
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 (54.9011495750626%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 8.1 Visual Basic Programmer's Reference] Step 9: Set 3-D Parameters (50.1137147876278%)
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 (49.8133509003074%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 Visual Basic Programmer's Reference] Step 4: Load a Segment (48.6851433590564%)
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 (48.2493412384717%)
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 (48.2294999686304%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Enumerating Force-Feedback Devices (44.3268084572432%)
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 (43.7833301963737%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 C/C++ Programmer's Reference] Step 5: Playing an Infinite Effect (43.136332266767%)
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 (43.0701947006295%)
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 (42.6651021080369%)
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 (42.5571816876165%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 4: Using Force Feedback
[DirectX 5 Programmer's Reference] Step 2: Creating the DirectInput Force Feedback Device (42.5267164397599%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 4: Using Force Feedback
[DirectX 5 Programmer's Reference] Step 2: Creating the DirectInput Joystick Device (42.1216238471673%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 5 Programmer's Reference] Step 3: Enumerating Supported Effects (42.0137034267469%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 4: Using Force Feedback
[DirectX 5 Programmer's Reference] Step 2: Setting the Mouse Data Format (41.9949346579781%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (38.9299830604178%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 1: Enumerating Force-Feedback Devices (38.8920258485476%)
DirectX Input > DirectInput > Tutorials > Tutorial 4: Using Force Feedback
[DirectX October 2006 Documentation] Step 3: Play the File (38.2553798858147%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 2: Load a File (38.2553798858147%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (38.2156973461321%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 3 Programmer's Reference] Step 1: Setting the Color Key (38.0958071251297%)
DirectDraw > DirectDraw Tutorials > Tutorial 4: Color Keys and Bitmap Animation
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (37.6411631846414%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 2: Creating a Simple Animation (37.381521410844%)
DirectDraw > DirectDraw Tutorials > Tutorial 4: Color Keys and Bitmap Animation
[DirectX 3 Programmer's Reference] Step 2: Determining the Application's Behavior (36.8000658761528%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 8: Deallocating the DirectDraw Objects (36.319782761896%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw