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by khedoros
3688 days ago
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I remember doing something similar (ignoring matrix transforms and hand-calculating everything with trig because I wasn't comfortable with it). It works fine, and it's great for a theoretical understanding of how rasterization works. I like starting from the basics that way too, then building on it. I think that most tutorials and such have a more practical focus though, with the goal of getting you to practical use of a 3D programming API (or at least skipping to the more-efficient combined transformations that matrices allow). I know that I found enough resources that covered the low-level view of things when I was teaching myself about this stuff, but I had to sift through a lot, and I ended up mostly dropping it. Recently, I've been looking for info on doing UV mapping in software. That's pretty hard to find practical information on too. |
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