Timeline for 3D theory before graphics APIs?
Current License: CC BY-SA 2.5
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 3, 2012 at 13:03 | comment | added | oberhamsi | the opengl red book is a good start glprogramming.com/red | |
| Aug 2, 2010 at 22:39 | comment | added | Jonathan Fischoff | @Byran +1 for mentioning it. It is used it pre-calculating lighting though. | |
| Aug 2, 2010 at 18:31 | comment | added | Bryan Denny | Ray tracing is also another interesting topic, but is much too slow for real-time games | |
| Aug 2, 2010 at 17:31 | vote | accept | Phil | ||
| Aug 2, 2010 at 17:31 | comment | added | Phil | I'm reading volume 1 right now and this is volume 2. I'm guessing it merges you but I never looked at it. I know he says "advanced" but most say it's not. I'll keep it on the list :) | |
| Aug 2, 2010 at 17:25 | comment | added | Oak | @Phil rasterization is important, but I don't know if I would have started with a book called "tips" and addressing "advanced" 3D developers... sounds like something to read later on. | |
| Aug 2, 2010 at 17:16 | comment | added | Phil | Thanks. Have you heard of this book? I heard it teaches the 3d theory but focuses on 3d software rasterization too. I guess it may still help understand what's going on. amazon.com/… | |
| Aug 2, 2010 at 17:10 | history | answered | Oak | CC BY-SA 2.5 |