[DirectX 7 Programmer's Reference] Using Bump Mapping (59.8171701112878%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Common Techniques and Special Effects > Bump Mapping
[DirectX October 2006 Documentation] Using Bump Mapping (57.7450980392157%)
DirectX Graphics > Direct3D 9 > Programming Guide > Advanced Topics > Pixel Pipeline > Bump Mapping
[DirectX October 2006 Documentation] Using Hardware Mixing (47.1988795518207%)
DirectX Audio > DirectSound > Programming Guide > Advanced Topics in DirectSound > Optimizing DirectSound Performance
[DirectX October 2006 Documentation] Using Buffers Efficiently (46.2941176470588%)
DirectX Audio > DirectSound > Programming Guide > Advanced Topics in DirectSound > Optimizing DirectSound Performance
[DirectX 6 Programmer's Reference] Using Texture Wrapping (36.1541889483066%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Textures > Texture Wrapping
[DirectX 7 Programmer's Reference] Using Texture Wrapping (36.1541889483066%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Textures > Texture Wrapping
[DirectX 5 Programmer's Reference] Using Mode 13 (35.0976800976801%)
DirectX Foundation > DirectDraw > DirectDraw Essentials > Advanced DirectDraw Topics > Mode 13 Support
[DirectX 6 Programmer's Reference] Using Mode 13 (35.0976800976801%)
DirectX Foundation > DirectDraw > DirectDraw Essentials > Advanced DirectDraw Topics > Mode 13 Support
[DirectX 7 Programmer's Reference] Using Mode 13 (35.0976800976801%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Essentials > Advanced DirectDraw Topics > Mode 13 Support
[DirectX 5 Programmer's Reference] Using DMA (33.323486549293%)
DirectX Foundation > DirectDraw > DirectDraw Essentials > Advanced DirectDraw Topics > Taking Advantage of DMA Support
[DirectX 6 Programmer's Reference] Using DMA (33.323486549293%)
DirectX Foundation > DirectDraw > DirectDraw Essentials > Advanced DirectDraw Topics > Taking Advantage of DMA Support
[DirectX 7 Programmer's Reference] Using DMA (33.323486549293%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Essentials > Advanced DirectDraw Topics > Taking Advantage of DMA Support
[DirectX October 2006 Documentation] Using CPOINTs (33.2693947144075%)
DirectX Input > DirectInput > Programming Guide > DirectInput Device Data > Joystick Data
[DirectX 7 Programmer's Reference] Using Geometry Blending (29.1266330268888%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > Common Techniques and Special Effects > Geometry Blending
[DirectX 5 Programmer's Reference] Using DirectDraw Palettes in Windowed Mode (28.7087912087912%)
DirectX Foundation > DirectDraw > DirectDraw Essentials > Advanced DirectDraw Topics > Using DirectDraw Palettes in Windowed Mode
[DirectX October 2006 Documentation] Using Geometry Blending (27.0545609548167%)
DirectX Graphics > Direct3D 9 > Programming Guide > Advanced Topics > Vertex Pipeline > Geometry Blending
[DirectX 6 Programmer's Reference] Using Viewports (26.8504371445548%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Essentials > The Geometry Pipeline > Viewports and Clipping
[DirectX 5 Programmer's Reference] Using Wave Files (24.8375297088532%)
DirectX Foundation > DirectSound > DirectSound Essentials > Using Wave Files
[DirectX 5 Programmer's Reference] Using Hardware Mixing (24.5384517443341%)
DirectX Foundation > DirectSound > DirectSound Essentials > Optimizing DirectSound Performance
[DirectX 6 Programmer's Reference] Using Hardware Mixing (24.5384517443341%)
DirectX Foundation > DirectSound > DirectSound Essentials > Optimizing DirectSound Performance
[DirectX 2 Programmer's Reference] Using a Custom Mixer (21.9050802139037%)
DirectSound > Overview > Creating Sound Buffers
[DirectX 3 Programmer's Reference] Using a Custom Mixer (21.9050802139037%)
DirectSound > DirectSound Examples > Creating Sound Buffers
[DirectX 2 Programmer's Reference] Using Compressed Wave Formats (21.7757698690762%)
DirectSound > Overview > Creating Sound Buffers
[DirectX 3 Programmer's Reference] Using Compressed Wave Formats (21.7757698690762%)
DirectSound > DirectSound Examples > Creating Sound Buffers
[DirectX 2 Programmer's Reference] Using Macro Definitions (19.675057208238%)
Introducing the DirectX 2 Software Development Kit > DirectX and the Component Object Model
[DirectX 2 Programmer's Reference] Using the DirectSound Mixer (19.6365616953852%)
DirectSound > Overview > Creating Sound Buffers
[DirectX 3 Programmer's Reference] Using the DirectSound Mixer (19.6365616953852%)
DirectSound > DirectSound Examples > Creating Sound Buffers
[DirectX 2 Programmer's Reference] Using DirectX 2 in Windows (19.3846153846154%)
Introducing the DirectX 2 Software Development Kit > Using DirectX 2 in Windows
[DirectX 3 Programmer's Reference] Using the DirectXSetup Function (19.1218637992832%)
DirectSetup > DirectSetup Overview
[DirectX 3 Programmer's Reference] Using the Registry (18.7512899896801%)
AutoPlay > Overview > Tips for Writing AutoPlay Applications