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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 3.3: Prepare and Set Transformation Matrices (50.2833863858709%)
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 (50.0394834633965%)
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 (49.8695145434276%)
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 5.1: Update the Scene (49.3984578223709%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle > Step 5: Render and Display the Scene
[DirectX 5 Programmer's Reference] Step 4.3: Displaying the Overlay Surface (47.6134910485933%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces > Step 4: Displaying the Overlay Surface
[DirectX 5 Programmer's Reference] Step 5: Rendering to the Surfaces (47.2323321747874%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw > Step 4: Creating Flipping Surfaces
[DirectX 5 Programmer's Reference] Step 8: Deallocating the DirectDraw Objects (46.8000125564213%)
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 2.1: Creating a Material (46.6988309379614%)
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 (46.603875663978%)
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 2.2: Creating a Light (45.4167796559101%)
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
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DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
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[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Defining a Custom Vertex Format (30.4347826086957%)
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 Visual Basic Programmer's Reference] Step 3: Rendering the Scene (29.79375696767%)
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 Visual Basic Programmer's Reference] Step 1: Creating a Form (29.6772068511199%)
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 2: Loading the Bitmaps to the Off-Screen Surfaces (29.5583650255251%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Defining a Custom Vertex Format (29.3530518394649%)
DirectX 8.1 (C++) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics C/C++ Tutorials > Tutorial 5: Using Texture Maps
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DirectX 8.1 (C++) > DirectShow > Using DirectShow > Video Capture > How to Write a Capture Application > Building a Capture Graph
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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 (28.7120261984392%)
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 (28.5148355480836%)
DirectX 8.1 (C++) > DirectShow > Using DirectShow > Video Capture > How to Write a Capture Application > Building a Capture Graph
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (28.1302755215799%)
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[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Create the Windows Framework (27.9943245160636%)
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[DirectX October 2006 Documentation] Step 2: Setting the Mouse Data Format (27.8341947907165%)
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DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface