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I'd argue that understanding the math, ideally having written it yourself at least once, gives you a massive advantage when using an API later. If you don't und
by ggambetta 4y ago
I'd argue that understanding the math, ideally having written it yourself at least once, gives you a massive advantage when using an API later. If you don't understand the math, you might find yourself wondering why certain things don't work as you expect, or copy-pasting code you don't understand from Stack Overflow (or doing enough research to understand the math anyway).
I think a very illustrative case for OpenGL is what's up with all the glPushMatrix(), glPopMatrix(), GL_MODELVIEW and GL_PROJECTION stuff. Do you glTranslatef() or glRotatef() first -- and why does that depend on whether you're moving the camera or an object?
I found all this very confusing, and I'd just try permutations of the calls until things worked, which is a suboptimal way to write software. At some point I decided to really understand what was going on, to the extent that I ended up teaching it (best way to verify if you really understand something!) and even writing about it [0] (even better way?)
TLDR: Even as the user as an opaque API, understanding what's happening under the hood makes you a better user of said opaque API.
[0] https://gabrielgambetta.com/computer-graphics-from-scratch/10-describing-and-rendering-a-scene.html#model-transform https://gabrielgambetta.com/computer-graphics-from-scratch/1...
- qikInNdOutReply 4y agoOr why the operations are order dependant >D
- deleted 4y ago[deleted]