Much of that is mostly of historical interest.
Today, either you're using the scene graph of some game engine, or you're
down at the Vulkan and shader level, working on the engine and programming the GPU. A theoretical understanding of the whole pipeline is helpful for both, but how much of the old mechanics should be taught is a question.
WebGL is easy for students to start with, since all you need is a browser. It's not really used much on the Web; most of the good demos are over 5 years old. Despite that, it's probably worth teaching WebGL simply because students can use it to get something they can show to others.
Here's the Utah teapot in WebGL: [1] Udacity uses that example. Once students understand how that works, they probably know enough unless they intend to do game engine development.
WebGL is easy for students to start with, since all you need is a browser. It's not really used much on the Web; most of the good demos are over 5 years old. Despite that, it's probably worth teaching WebGL simply because students can use it to get something they can show to others.
Here's the Utah teapot in WebGL: [1] Udacity uses that example. Once students understand how that works, they probably know enough unless they intend to do game engine development.
[1] http://www.realtimerendering.com/teapot/