Lol, the only math you need for practical graphics coding is linear algebra. Calculus only comes into play when doing e.g. light integrals, and complex analysis only when you start doing advanced convolutions.
The math isn't the problem, the absolutely abysmal API design is. The current generation of graphics APIs were designed for game engines to build middleware on top, not for practical use, and it shows.
Too many hardcoded limits, too many different ways to do the same thing, too many caveats and exceptions... and not enough decent developer tools to see wtf is going on on the other side.
The math isn't the problem, the absolutely abysmal API design is. The current generation of graphics APIs were designed for game engines to build middleware on top, not for practical use, and it shows.
Too many hardcoded limits, too many different ways to do the same thing, too many caveats and exceptions... and not enough decent developer tools to see wtf is going on on the other side.