Useful Basics to Know When Using OpenGL
Long explanations of history and internals would put you to sleep, so I'd rather skip them, but these are the parts I stumbled over badly while teaching myself, so I think I have to explain them. I'll still do my best to keep it short. You don't need to understand everything, but it's good to know the big picture, so I've collected it here in part 1. Skimming it the first time is fine. Your understanding of OpenGL should deepen as you move on to the later articles, so come back and read it again then.