title: Getting into newer OpenGL
body: <p>some years ago I played a lot with OpenGL2.1 writing many demos that used basic features (mainly immediate mode) without caring about the whole shader approach.</p>
  
  <p>Now I need OpenGL again for a personal project, from what I'm reading the whole approach to this kind of API changed since now almost everything is made directly by the GPU through vertex/pixel shaders.</p>
  
  <p>I would like to know which are the main differences of actual state-of-the-art (I mean efficiency in development and in result) OpenGL compared to what I was used for.</p>
  
  <p>Does any tutorial for who is coming from the old approach to OGL exist? Should I abandon my old ideas of applying transformations manually, drawing things with <code>glBegin..glEnd</code> and so on?</p>
  
  <p>Since I'm working with Java and I would like to use a good library, do you have any suggestions? I found LWJGL that seems quite good also if everything is already managed so I was wondering if it is worth using it or just stick to something more essential writing components as needed (like math related objects).</p>