3D Maths and OpenGL -- how and where do I get started?

I’m a big fan of 3D, so it goes without saying that, being a game developer, I want to learn OpenGL. LWJGL, in fact, because I use Java. But which API I use is irrelevant in this thread because what I really want to know is – how do I get started with 3D maths?.

Yes, yes, I’ve heard of loads of books, 3D Math Primer for Graphics and Game Development being the most popular among most people. But does it cover everything I need to know about 3D maths, or are there a couple of other important (nothing is unimportant in programming anyway) topics I need to know about? I haven’t read much and all I know about 3D maths right now is how to generate a sphere, how to use matrices, how to use vectors and of course, the Cartesian coordinates system. And I know a bit about trigonometry – just the basics (I’m still 13). Despite my age, which does not limit the rate at which I learn things, I wish to learn OpenGL and 3D maths. Scratch what I said earlier about this thread not being about OpenGL – I’m still a noob when it comes to OpenGL, though I can create a rotating cube and a circle of cubes (using parametric equations). Where did all of you learn about back-face culling and well…everything? How did you guys learn OpenGL? Where did you start?

I would appreciate any sort of answer. Thanks in advance :smiley:

EDIT: I’ve been following ThinMatrix’s tutorials and he’s a great dude and he takes time to help his subscribers. Still, he skims over the maths part, especially with the terrain generation and projection matrices.