docs: add matrix math prerequisite note to What's Next

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2026-05-30 20:49:19 -05:00
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@@ -1371,4 +1371,19 @@ With the render loop and pipeline foundation in place, the next steps are:
- **Compute shaders and GPU compute - **Compute shaders and GPU compute
pipelines** — general-purpose GPU computation outside the graphics pipeline pipelines** — general-purpose GPU computation outside the graphics pipeline
> **Prerequisite note — matrix math:** Every topic above ultimately depends on
> matrix mathematics. Transforms (model, view, and projection matrices) move
> geometry from local object space through world space, camera space, and
> finally into clip space. In this tutorial, all vertex positions are hardcoded
> NDC coordinates so we can focus on the rendering pipeline itself. Real
> applications compute these coordinates via matrix multiplication: a
> transformation matrix is uploaded to the GPU as a uniform, and the vertex
> shader multiplies each vertex by that matrix before outputting
> `clip_position`. If linear algebra is unfamiliar, study it before diving
> into the next tutorials. Recommended resources: [Learn
> OpenGL's linear algebra section](https://learnopengl.com/Getting-started/Coordinate-Systems)
> for a graphics-oriented treatment, and
> [3Blue1Brown's Essence of Linear Algebra](https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab)
> for an intuitive visual foundation.
Keep [concepts/GLOSSARY.md](concepts/GLOSSARY.md) handy as you move forward. Keep [concepts/GLOSSARY.md](concepts/GLOSSARY.md) handy as you move forward.