This was a rather intense chapter. The matrix math got more involved as we learned about perspective projections and how they work with OpenGL’s perspective divide. We then learned how to move and rotate our table with a second matrix.
The good news is that we don’t need to have a perfect understanding of the underlying math and theory behind projections and rotations in order to use them. With just a basic understanding of what a frustum is and how matrices help us move stuff around, you will find it a lot easier to work with OpenGL down the road.