In the same vein as this post: http://www.gamedev.net/topic/656791-what-good-opengl-book-do-you-recommend-for-beginners/
Except I'm looking for a GL book for someone who already knows how to use a dozen other graphics APIs, and just wants:
- a good way to translate their knowledge of other APIs to OpenGL's worldview,
- a good reference for GL features,
- and a guide for how to find the "fast path" in the GL quagmire.
At the moment I'm thinking of getting these:
Something like MJP and JasonZ's D3D book ("Practical Rendering & Computation with Direct3D11") would be nice