title: Learning modern OpenGL
body: <p>I am aware that there were similar questions in past few years, but after doing some researches I still can't decide where from and what should I learn.
  I would also like to see your current, actual view on modern OpenGL programming with more C++ OOP and shader approach. And get sure that my actual understanding on some things is valid.</p>
  
  <p>So... currently we have OpenGL 4.2 out, which as I read somewhere requires dx11 hardware 
  (what does it mean?) and set of 'side' libraries, to for example create window.</p>
  
  <p>There is the most common GLUT, which I extremely hate. One of main reason are function calls, which doesn't allow freedom in the way how we create main loop. As some people were telling, it was not meant for games.</p>
  
  <p>There is also GLFW, which actually is quite nice and straight-forward to me. For some reason people use it with GLUT. ( which provides not only window initialisation, but also other utilities? )</p>
  
  <p>And there is also SFML and SDL ( SDL &lt; SFML imo ), whereas both of them sometimes need strange approach to work with OGL and in some cases are not really fast.</p>
  
  <p>And we have also GLEW, which is extension loading utility... wait... isn't GLUT/GLFW already an extension? Is there any reason to use it, like are there any really important extensions to get interested with?</p>
  
  <p>Untill now we have window creation (and some utilities), but... OGL doesn't take care of loading textures, neither 3D models. How many other libs do I need?</p>
  
  <p>Let's mention education part now. There is (in)famous NeHe tutorial. Written in C with use of WinApi, with extremely unclear code and outdated solutions, yet still the most popular one. Some stuff like Red Book can be found, which are related to versions like 2.x or 3.x, however there are just few (and unfinished) tutorials mentioning 4.x.</p>
  
  <p>What to go with?</p>