   By the time I learn a feature it has become deprecated!
  Let me start by saying that I'm totally new to OpenGL, but I have some experience with D3D. It seems like every time I learn a new feature of OpenGL I immediately discover that it has been rendered obsolete in favor of some new feature, of which I struggle to find any information. Case in point: I learn to draw by listing each vertex individually within a glBegin()/End() pair. Then I learn that this method is slow, and I should be passing the vertices as an array. Then I learn that this method is slow, and I should be using display lists. Then I learn that this method is slow, and I should be using VBOs. So are there any up-to-date tutorials that will teach me how things are generally done as of recently, as opposed to ten years ago? Book suggestions are welcome as well.   
  I don't know of any great all encompassing OpenGL 4.0 tutorials, but if you know what you're looking for you can usually find enough tutorials specific to that method.Once you know VBO's and vertex/fragment shaders I'd say you're pretty much caught up with the latest and greatest. Theres a few new things to mess with too (geometry shaders, VAO), but none of them are as critical as VBO's and shaders.Lighthouse3d is a decent resource for glsl shaders, or the Orange Book ("OpenGL Shading Language 3rd Edition") for a more thorough reference. If you search on vbo you should be able to find enough suitable tutorials to make use of that.   ;  Thanks. For whatever reason I felt like there was this whole other side to OpenGL that I was totally unaware of, but if I've only really missed out on VBOs and shaders then I can handle it.   ;  Try this tutorial.   ;  To learn a future-safe kinda version of OpenGL you could have a look at OpenGL ES 2.0 which is mainly for mobile devices and the like. It's a reduced set of OpenGL with all the most important stuff. You will not find any deprecated features there.For a beginner it will be a challenge to approach it because it also removes some of the convenience features such as the matrix stacks. You have to upload matrices to your shader manually as a uniform.   ;  Gage64:That's precisely the kind of thing I was looking for! In fact he explicitly states that he won't discuss anything that has become deprecated in OpenGL 3.0. Thanks a ton.AndersR:If I end up getting a MacBook this summer to develop iPhone/iPad apps I'll get quite a bit of experience with OpenGL ES, I'm sure. Hopefully it'll help me out.   