The topics that are currently covered are in the contents list below, I will try to continue updating it as time permits.
Note: several of the pages have code sequences that show how to set up OpenGL to perform the specific rendering tasks. These assume that the default states apply (but with lighting, texturing & depth buffering enabled) and return the pipeline to this default state after the task is completed. This is intended to cover a general case and is of course not necessarily the fastest method that could be used.
3.1 Creating and Rendering Light Maps
3.2 Collision Detection
3.3 Volumetric Fog