The main point here seems to be that you can make separate windows with SDL 1.3 and attach OpenGL contexts to them, versus SDL 1.2's approach of single-window-single-OpenGL-context.<p>As far as OpenGL tutorials go, I recommend "An intro to modern OpenGL" articles by Joe Groff [1]. It covers the things in OpenGL 2 that still exist in OpenGL ES 2.<p>[1]: <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>