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So you’re curious about the math involved in graphics programming. Well, someone is. People ask me about this stuff now and again. But a subject like “the math of graphics programming” is large enough to fill one of those great, big reference books that nobody likes to use because they’re so heavy and they take up so much space.
Years ago I had a devil of a time learning this for myself. Most tutorials are dense with Greek symbols and mercilessly heavy on jargon. It’s one of those situations where you have to already understand the subject before you can comprehend the lessons to teach you the subject. So I offer my own explanation here for the curious. This won’t teach you everything you need to know, but it might help give you a frame of reference so the other lessons make sense. Or it might just be a fun way to blow five minutes. Whatever.
Continue reading 〉〉 “Transformation Matrix”
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