Ok, for one thing you’ll need to be a bit more specific in your question.
There are two books that hold sway over the OpenGL world. I suggest you buy both, and usually you can find them in a set.
OpenGL Programming Guide (the Red Book)
OpenGL Refrence Manual (The Blue Book)
These books are cleverly engineered so you need both of them, and that’s pretty much all you need.
You will see there is a lot of relatively easy linear algebra required. You have a degree in math, so I suppose you understand things like homogenous coordinates, translation and rotation matricies, etc. In OpenGL, you’ll never see a day without them.