http://www.arcsynthesis.org/gltut/index.html
I found this free online book (I can't remember where), but it's great. I can't find much info about the author, Jason L. McKesson, other than a credit as a programmer for NHL 2K2. Every once in a while I see a question pop up on the forums asking where to learn OpenGL, and I think this is a really good starting point. I had no experience with OpenGL at all, and this is really easy to follow along with. You will need to know some C/C++ to go through this, but there is nothing particularly outrageous to follow along with the instructional material and the source code.
The book has source code. It does use FreeGLUT, but I'm finding that to be a pretty nice way to learn. It skips all of the deprecated fixed-pipeline stuff from OpenGL. It teaches you about vertex and fragment shaders right from the start. All of the other books I found started with fixed functionality and introduced shaders later. It looks like it is still being actively written, as chapters 5 and 6 are not complete. What you get from chapters 1 through 4 is a pretty good base to start from.
If I could find some way to contact the author, I'd send him a message to tell him how great his book is. I mean, it's completely free and way easier to learn from than any of the other books I've seen.
I found this free online book (I can't remember where), but it's great. I can't find much info about the author, Jason L. McKesson, other than a credit as a programmer for NHL 2K2. Every once in a while I see a question pop up on the forums asking where to learn OpenGL, and I think this is a really good starting point. I had no experience with OpenGL at all, and this is really easy to follow along with. You will need to know some C/C++ to go through this, but there is nothing particularly outrageous to follow along with the instructional material and the source code.
The book has source code. It does use FreeGLUT, but I'm finding that to be a pretty nice way to learn. It skips all of the deprecated fixed-pipeline stuff from OpenGL. It teaches you about vertex and fragment shaders right from the start. All of the other books I found started with fixed functionality and introduced shaders later. It looks like it is still being actively written, as chapters 5 and 6 are not complete. What you get from chapters 1 through 4 is a pretty good base to start from.
If I could find some way to contact the author, I'd send him a message to tell him how great his book is. I mean, it's completely free and way easier to learn from than any of the other books I've seen.