[DirectX 6 Programmer's Reference] Step 5: Render and Display the Scene (69.8918533157664%)
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 (59.4751866490997%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 6 Programmer's Reference] Step 2: Create the Depth Buffer (57.2655906895037%)
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 (55.8767018006148%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 6 Programmer's Reference] Step 4: Enable Depth Buffering (55.1822573561704%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Rendering the Scene (50.3705533596838%)
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 and Displaying a Scene (49.1016139657444%)
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 Visual Basic Programmer's Reference] Step 4: Configuring and Applying the Action Map (47.8681355647128%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 5: Using Action Mapping
[DirectX 8.1 Visual Basic Programmer's Reference] Step 5: Download the Band (47.8590250329381%)
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 7: Stop the Sound (47.8590250329381%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Retrieve the Buffer (44.4307202459376%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Rendering the Scene (44.3922924901186%)
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 4 - Rendering and Displaying a Scene (43.9843825315723%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 1 - Creating a Device
[DirectX October 2006 Documentation] Step 3 - Rendering the Scene (43.81038647343%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 8.1 C/C++ Programmer's Reference] Step 4: Rendering and Displaying a Scene (43.1233530961792%)
DirectX 8.1 (C++) > DirectX Graphics > Programmers Guide > Getting Started with Direct3D > DirectX Graphics C/C++ Tutorials > Tutorial 1: Creating a Device
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (42.5861879666228%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Create the Audiopath (41.6529424681599%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 C/C++ Programmer's Reference] Step 4: Configuring and Applying the Action Map (41.346396434278%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 5: Using Action Mapping
[DirectX 5 Programmer's Reference] Step 3: Creating an Overlay Surface (40.7800834431269%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 5 Programmer's Reference] Step 6: Retrieving Data from the Joystick (40.0348259905524%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (39.808410188845%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3 - Rendering the Display (39.7699824330259%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 2 - Rendering Vertices
[DirectX 5 Programmer's Reference] Step 2: Testing for Hardware Overlay Support (39.3280632411067%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 5 Programmer's Reference] Step 6: Retrieving Buffered Data from the Mouse (39.1709065679926%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 5 Programmer's Reference] Step 2: Creating the DirectInput Joystick Device (39.0439723320158%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 3 Programmer's Reference] Step 5: Rendering to the Surfaces (38.8861440491875%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 3: Changing the Display Mode (37.4972551602986%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (37.3553216407055%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 3: Loading a Bitmap on the Back Buffer (36.8485154885559%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 1: Creating the Palette (36.8000658761528%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer