The basics of 3D development in terms of direct OpenGL access are a rapidly changing target. Prepare yourself for having to learn about new features every few months. After years of stagnation, three OpenGL standards have been published over the last year, each of which comes with important changes. This can be enjoyable, but it takes a lot of effort to follow.
If you just want to have a look on how thing used to work for a long time, go for the OpenGL 2.0 specification. It's here to stay, at least for a few more years. OpenGL 3.0 introduces all changes in a separate context, and NVIDIA committed itself not to drop old features. You won't be competitive, but you have a stable platform for your spare time.
If you consider OpenGL as a means to an end, you might prefer higher level libraries which do all the dirty work for you. The "other" basics of 3D graphics, namely vectors, matrices, quaternions (and so on) also appear on this level. You just don't have to know how to pass them efficiently to the GPU. If you go for higher level 3D graphics, you can concentrate on the stuff that stays the same across all APIs (OpenGL, OpenGL ES, Direct3D) and technologies (scanline rasterization, raytracing).
So in the end, it's up to you to decide what you would like to do with your spare time. Both paths are interesting, there's no inherent "better" way if there's no fixed goal.