I forgot to answer how did people learn in the 80s/90s. That was the magic of being highly motivated and like to explore the unknown. When I started I wasn't even thinking "How the hell am I supposed to learn if there are no resources?". I just gradually started playing with graphics rendering in 2D and later 3D, and develop a mind of seeing something visual that others did in games/demos and wondering how could I recreate it. It was never a worry to me that some resources are hidden behind university paper paywalls or something (although some folks who happened to study computer science at the time and also did things in games/demoscene, they learned some useful stuff on universities, things you can now find on the internet)
But I remembered another video "HandmadeCon 2016 - History of Software Texture Mapping in Games" where veterans from the game industry were discussing when texture mapping was new and there wasn't a very standard method known (or maybe they didn't always had access to some good resources from university), even those veterans and in commercial games we know (Ultimate Underworld), their implementation of texture mapping was very experimental and would be crap implementation from today's view. They really have to also guess, but if you were motivated and started having this visual mathematics way of thinking, like you see something visual and you start thinking with what algorithms/maths I could recreate it, then it was possible at the time. But it was experimental. They weren't waiting for an answer of the standard way to do this. They thought "I have a bitmap and I need to stretch/fit it in a rectangular area". Yeah, thinking just like 3DO did. They weren't thinking in triangles, because a lot of the games had walls and it was more natural to think of how to stretch bitmap to wall quad, than split into triangles and do it how we do it today.