Well, that's it for the start of 3D graphics. We've still got a lot to talk about with 3D, such as texture mapping, lighting, and scene management, but we get to these topics in the next three chapters. As usual, in this chapter, we've covered a lot of ground. Vector math, fixed-point math, dot products, cross products, polygon normals, view windows, back-face removal, transforms, projections, clipping, scan-converting, and polygon filling are a few things you've learned about. Along the way you've been using code from previous chapters, such as full-screen graphics and keyboard and mouse input (including mouselook). Also, you've created a basic 3D engine framework you'll use in chapters to come.