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The library you linked is a software renderer written by hand, similar to what one would be expected to write in a graphics programming course. It's good background knowledge to have, but it's not practically useful for actually rendering real stuff. If you want to write actual real-time graphics that can be used to write games and stuff, you'll need DX11 or OpenGL or similar. https://learnopengl.com/ is the best place to get started.
I'm not sure if links/tutorials being recommended are really out of date or if I am just not understanding things but I've had trouble. For instance, the https://github.com/ssloy/tinyrenderer/ tutorial, I must be missing something because I don't understand what the frick I'm supposed to do with a .tga the code makes. I learned things in DirectX11. Should I simply just go straight back to that you think?? Or should I go back to making my own rasterizer/renderer...?
Just use https://github.com/nothings/stb to load PNGs to get started. Then play around with stb_dxt.h to compress them for the GPU at load time. Obviously, you'll want to move that to a preprocess soon after. So, you get to learn more about GPU compressed textures then. But, STB will get you started.
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