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by Const-me
2703 days ago
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> I am deeply convinced that it is impossible to write efficient applications using 3D libraries without understanding this. What he explains is almost irrelevant for efficiency. Other things are relevant: early Z, tiled rendering, other things about architecture of GPUs: resource types, cache hierarchy, fixed-function pipeline steps, these warps, many others. > I care about the concepts. I've been programming C++ for living since 2000, about half of that time something relevant to 3D graphics, both games and CAD. You no longer need deep understanding of rasterizer. Vague understanding of what the hardware does, and how to control it, is enough already. Only people working in companies like nVidia or Chaos Group need that info, IMO. |
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Your project seems to be interesting in its own way, but I don't see why you'd juxtapose it with this tutorial, other than that they both involve pixels.