gamedev.net (currently down for service as of 14 November 2002) and
GameTutorials.com both cover graphics programming and game design in general. GT in particular has a lot on OpenGL and DirectX programming.
There is also a version of Michael Abrash's classic
Graphics Programming Black Book available online. While it is rather dated now (1998), it remains one of the best books on high-performance programming ever written.
BTW, don't expect to dive right into writing a first-person shooter or flight sim if you don't have a lot of experience at C++ programming in general
and have written a few 'DOS-adventures' and simple tile games (e.g., Tetris, Breakout) first. That way lies madness. Game programming makes OS design and compiler writing look like child's play; save perhaps for some types of mission-critical embedded designs, high-performance game programming is
the most difficult type of programming there is. Games like
Unreal or
Black and White have teams of hundreds of programmers, designers and artist working on them, and are usually led by a archwizard-level designer like Michael Abrash or John Romero - and even people like that can screw up big time, as in the case of
Daikatana. Even if you are a design genius like Sid Meier or a major coding wizard like John Carmack, you still will have a long way to go before you're ready for the big time. I' not trying to discourage you, quite the opposite; you just should know that if you fall on your face the first time or (ten times) you try to write something, it's no fault of yours. As long as you keep working at it and learning, you'll ge there, but it won't happen overnight.