OpenGL 2.0 isn't <i>particularly</i> modern (released in 2004), but its featureset is a good baseline if you want to make sure your application works on just about any even remotely modern hardware.<p>I suppose the "modern" in the title refers to the fact that the tutorial introduces vertex buffers and shaders right from the beginning, rather than delving into antique cruft such as immediate mode and fixed-function pipeline. This is indeed a good thing.
Note that this is in several parts. All are well worth reading:<p><a href="http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html" rel="nofollow">http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Tab...</a>
@NelsonMinar - I couldn't agree more. I'm currently learning OpenGL and having a hell of a time putting it all together.<p>Thankfully I found a quick reference card for OpenGL 4.2, then I can see what's core then extrapolate from there.<p>But yes there sure is a lot of schmutz out there.