The next chapter of the OpenGLBook.com is now online, focusing on rendering and geometry in 3-dimensions with OpenGL.

If you’re learning OpenGL, it’s very likely you’re doing so to learn how to render three-dimensional data. In this chapter, we’ll be placing our very first step in the world of three-dimensional computer graphics. We’ll learn:

  • The mathematics used to describe transformations in a three-dimensional world
  • What coordinate systems are good for and how to use them
  • What polygon culling is and why it’s used
  • How to render a rotating colored cube to the screen
  • Some new OpenGL function calls

As mentioned in the preface, you’ll need some mathematical knowledge in order to understand some of the concepts presented, preferably knowledge of linear algebra. The mathematics in this chapter is as lightweight as possible without sacrificing the integrity of the presented concept.

The entire “book” looks like a great resource for folks getting into computer graphics, and might even make a decent course textbook for an intro-level course.

via Chapter 4: Entering the Third Dimension | OpenGLBook.com.