[DirectX 6 Programmer's Reference] Step 2: Create the Depth Buffer (61.8741765480896%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 6 Programmer's Reference] Step 1: Create a Window (60.5338502077633%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 6 Programmer's Reference] Step 1: Enumerate Depth-Buffer Formats (60.0799181748839%)
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 (58.0862977602108%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 2: Adding a Depth Buffer
[DirectX 6 Programmer's Reference] Step 3: Initialize the Scene (57.5035471774602%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Rendering the Scene (56.2417654808959%)
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: Defining a Custom Vertex Format (55.8921151312456%)
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: Create the Audiopath (54.9802371541502%)
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: Create the DirectX Objects (54.5791676354336%)
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 2: Initializing Screen Geometry (52.5801493192797%)
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 3: Rendering the Scene (50.2635046113307%)
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 1: Defining a Custom Vertex Format (49.9138542616803%)
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 1 - Defining a Custom Vertex Format (49.3628872880275%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX October 2006 Documentation] Step 3 - Rendering the Scene (49.0787963789366%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 5 Programmer's Reference] Step 1: Creating a Primary Surface (48.9537316903046%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 5 Programmer's Reference] Step 3: Creating an Overlay Surface (47.0209585810609%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Create the Audiopath (46.9541690193864%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Initializing Screen Geometry (46.6018884497145%)
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 1: Creating the DirectInput Mouse Device (46.3109354413702%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 2 - Initializing Screen Geometry (46.0689683691086%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 5 Programmer's Reference] Step 1: Creating the DirectInput Mouse Device (45.7674571805007%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 5 Programmer's Reference] Step 3: Create the Capture Buffer (45.1613965744401%)
DirectX Foundation > DirectSound > DirectSound Tutorials > Tutorial 2: Sound Capture
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (45.1096367400715%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 5 Programmer's Reference] Step 1: Creating the DirectInput Object (43.7802776933212%)
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[DirectX 3 Programmer's Reference] Step 4: Creating Flipping Surfaces (43.1530780955333%)
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[DirectX 3 Programmer's Reference] Step 6: Writing to the Surface (42.8634167764603%)
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[DirectX 3 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (42.3321734925574%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (42.0793337097685%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 3 Programmer's Reference] Step 1: Creating a DirectDraw Object (41.600790513834%)
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[DirectX 3 Programmer's Reference] Step 5: Rendering to the Surfaces (40.590689503733%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw