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by lastofus
3688 days ago
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What you are wanting is this book: "Tricks of the 3D Game Programming Gurus" by Andre LaMothe. The book teaches you how to write a 3D software rasterizer from first principles. The first part of the book is nothing but a well written linear algebra primer. The book then assumes you have nothing but a C++ compiler and a pointer to the frame buffer like you might get using SDL. Unfortunately the book appears to be out of print, and the APIs used are a bit out of date at this point (Win32 and old DirectX used to set up a window w/ a frame buffer ptr). All the same, I would still highly recommend it to anyone who wants to understand the foundations of 3D math and fixed function rendering pipelines. |
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