[DirectX 3 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (55.3871158392435%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 5 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (55.3871158392435%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 6 Programmer's Reference] Step 2: Loading the Bitmaps to the Off-Screen Surfaces (55.3871158392435%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 5 Programmer's Reference] Step 3: Creating an Overlay Surface (54.5513205282113%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 6 Programmer's Reference] Step 3: Creating an Overlay Surface (54.5513205282113%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 5 Programmer's Reference] Step 1: Creating a Primary Surface (54.0411164465786%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 6 Programmer's Reference] Step 1: Creating a Primary Surface (54.0411164465786%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 6 Programmer's Reference] Step 6: Hiding the Overlay Surface (53.530912364946%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (53.4350044365572%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 2: Setting the Palette (53.4350044365572%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 6 Programmer's Reference] Step 2: Setting the Palette (53.4350044365572%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 1: Creating the Palette (52.9248003549246%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 5 Programmer's Reference] Step 1: Creating the Palette (52.9248003549246%)
DirectX Foundation > DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 3: Blitting the Off-Screen Surfaces to the Back Buffer (52.8682834475297%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX 3 Programmer's Reference] Step 1: Creating the Off-Screen Surfaces (52.8077507598784%)
DirectDraw > DirectDraw Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX October 2006 Documentation] Step 3: Change Buffer Parameters (43.5139146567718%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 2: Load a File (42.6383386199054%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (42.4935064935065%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (42.4935064935065%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 7 Programmer's Reference] Step 2: Load the Bitmaps to the Off-Screen Surfaces (41.8149690318026%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 3: Blitting from an Off-Screen Surface
[DirectX October 2006 Documentation] Step 3: Play the File (41.6179304566401%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 7 Programmer's Reference] Step 3: Create an Overlay Surface (40.8974743743651%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 7 Programmer's Reference] Step 1: Create a Primary Surface (40.3872702927325%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 6: Using Overlay Surfaces
[DirectX 7 Programmer's Reference] Step 3: Load a Bitmap on the Back Buffer (40.2913623643437%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw C/C++ Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 7 Programmer's Reference] Step 7: Stream Data to the Wave File (40.1308416086741%)
Microsoft DirectX 7.0 > DirectSound > DirectSound Tutorials > DirectSound C/C++ Tutorials > Tutorial 2: Capturing a Sound
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Setting Device Properties (39.3041307432064%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Managing Exclusive Access to the Mouse (39.1198903803946%)
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: Gaining Access to the Keyboard (39.0745389064717%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 1: Using the Keyboard
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Creating an Effect (38.7939266615737%)
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: Modifying an Effect (38.7939266615737%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback