This is the only tutorial which focuses solely on the programmable pipeline shader-based OpenGL (3.3 or later), in fact 4.0, and in my opinion correctly avoids anything to do with the old fixed pipeline OpenGL (earlier than 3.3). It covers sufficient theory to be practical without getting bogged down. It provides solid code from the accompanying website that compiles and runs without errors on Windows, Linux and OS X (the OS X version has a couple of lines to uncomment but that's clear). The code provided is direct OpenGL (no framework to hide it), accompanied by matrix manipulation C++ (so don't be afraid of the maths), and covers all the shader topics with ease in a practical rather than overly theoretical approach. OpenGL books generally lead by introducing the fixed pipeline plus excessive theory and broken code. Anton should be rewarded what he has done. It firmly consigns fixed pipeline OpenGL programming to be a thing of the past. Buy this book without regret. I commend the excellent value it represents but ask that a hardback edition is available for those who can afford it!
I was only getting started with Open GL and was completely daunted by the lack of quality in the teaching materials and information, this book outperforms all the others not just in its price point but also because the writer clearly knows how to convey information in an easy to apprehend manner.
Great tutorials, very accessible, can be a bit fuzzy in places (there are better explanations on-line). Overall beats a lot of GL tutorials on the interwebs hands down. Look at the price, do I need say anymore.