[DirectX October 2006 Documentation] Step 2 - Initializing Screen Geometry (59.8783625758042%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX 7 Programmer's Reference] Step 2: Render a Textured Primitive (53.9690382081686%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode Visual Basic Tutorials > Tutorial 5: Using Texture Maps
[DirectX 7 Programmer's Reference] Step 2: Initialize the Surfaces (53.9330975537872%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw Visual Basic Tutorials > Tutorial 2: Using Transparency
[DirectX 7 Programmer's Reference] Step 3: Initialize the Surfaces (52.7123373198691%)
Microsoft DirectX 7.0 > DirectDraw > DirectDraw Tutorials > DirectDraw Visual Basic Tutorials > Tutorial 3: Using Full-Screen Features
[DirectX 7 Programmer's Reference] Step 1: Initialize the Scene Geometry (52.622805611936%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode Visual Basic Tutorials > Tutorial 3: Using Alternate Primitive Styles
[DirectX 7 Programmer's Reference] Step 1: Create a Textured Surface (52.5801493192797%)
Microsoft DirectX 7.0 > Direct3D > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Direct3D Immediate Mode Visual Basic Tutorials > Tutorial 5: Using Texture Maps
[DirectX 6 Programmer's Reference] Step 2: Initializing the Performance (48.9651488358385%)
DirectX Foundation > DirectMusic > DirectMusic Tutorials > Tutorial 3: Using Compositions
[DirectX October 2006 Documentation] Step 3 - Rendering the Scene (45.2574917049333%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX October 2006 Documentation] Step 1 - Defining a Custom Vertex Format (44.3547139271555%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 5 - Using Texture Maps
[DirectX October 2006 Documentation] Step 1 - Initializing Scene Geometry (44.202266275769%)
DirectX Graphics > Direct3D 9 > Tutorials and Samples > Tutorials > Direct3D Tutorials > Tutorial 4 - Creating and Using Lights
[DirectX 6 Programmer's Reference] Step 1: Initializing COM (43.9785896960535%)
DirectX Foundation > DirectMusic > DirectMusic Tutorials > Tutorial 1: Playing a MIDI File
[DirectX 6 Programmer's Reference] Step 3: Specifying Message Types (43.5484821691718%)
DirectX Foundation > DirectMusic > DirectMusic Tutorials > Tutorial 2: Using Tools
[DirectX 6 Programmer's Reference] Step 2: Initialize System Objects (43.5271146478043%)
DirectX Foundation > Direct3D Immediate Mode > Direct3D Immediate Mode Tutorials > Tutorial 1: Rendering a Single Triangle
[DirectX 6 Programmer's Reference] Step 8: Playing a Motif (43.4095932802829%)
DirectX Foundation > DirectMusic > DirectMusic Tutorials > Tutorial 3: Using Compositions
[DirectX 5 Programmer's Reference] Step 3: Setting the Mouse Behavior (42.3765841438255%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 5 Programmer's Reference] Step 6: Retrieving Buffered Data from the Mouse (41.8594446639201%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 5 Programmer's Reference] Step 1: Creating the DirectInput Mouse Device (41.6821396993811%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 5 Programmer's Reference] Step 5: Managing Access to the Mouse (41.6821396993811%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 5 Programmer's Reference] Step 4: Preparing for Buffered Input from the Mouse (41.6821396993811%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (41.3399962106859%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 3 Programmer's Reference] Step 2: Rotating the Palettes (38.6354785061682%)
DirectDraw > DirectDraw Tutorials > Tutorial 5: Dynamically Modifying Palettes
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (38.2990395827727%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 1: Creating the Palette (37.6045951383283%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 7: Flipping the Surfaces (37.5442086648983%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 6: Writing to the Surface (37.5442086648983%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw