These tutorials focus mainly on OpenGL, Win32 programming and the ODE physics engine. OpenGL has moved on to great heights and I don't cover the newest features but cover all of the basic concepts you will need with working example programs.
Working with the Win32 API is a great way to get to the heart of Windows and is just as relevant today as ever before. Whereas ODE has been marginalized as hardware accelerated physics becomes more common.
Games and graphics utilities can be made quickly and easily using game engines like Unity so this and Linux development in general will be the focus of my next tutorials.
Culling
By Alan Baylis 15/06/2001
Download for Visual Studio 7.0
Though OpenGL does a good job of culling vertices from the visible scene, it is still slower than occluding whole areas of a scene by checking the bounds of a cube centered around the area. For this process I have introduced a new routine for checking whether a point is within the view frustum. To demonstrate this, the program draws a small green sphere on screen when the position of the light sphere is in view.