This document serves as an introduction to modern OpenGL programming, providing a history of the OpenGL pipeline and highlighting the transition from fixed-function to programmable shaders. It outlines the development of key features across various OpenGL versions, including the introduction of shaders and context profiles, as well as the necessary setup for application development using shader programs and vertex buffer objects. Additionally, it offers a foundational understanding of geometric representations and the basic steps for rendering 3D objects, such as a colored cube, using OpenGL.