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