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This chapter skimmed the surface of 3D basics like a rock skipping on a pond. 3D math, transforms, frustums, lighting, textures, and geometry—all in just a few pages. I know it isn’t nearly enough information, and there is a lot more depth to all those subjects. I encourage you to go find out more about them, but know you’ll at least have a little more knowledge and experience, and maybe you won’t feel quite so lost. You’ll also recognize a lot more code in the Direct3D 11 samples and tutorials.
Next, you’ll learn how all of the resources you learned about in this chapter get sent into vertex and pixel shaders. Get ready for another run across the pond.