This is the very field I have been studying. My advice is get the book OpenGL SuperBible 4th Edition. Do not get the 5th edition. Here is why, the 5th edition deals with version 3.3 of OpenGL and higher. However, operating systems like the MAC only can support UP TO 3.2 of OpenGL. You can verify this when you look up the specs for the newest OSX - Lion under the OpenGL support.
Most phone apps can support 2.1 and up too 3.1. In fact, my current Intel HD 3000 video card ( newest card from Intel [ Which sucks by the way ] ) can only support UP TO OpenGL 3.1.
So, since the SuperBible 4th Edition covers from 2.1 up to 3.0, that's the book to start out with. You can get it off of amazon.com. They have some cheap prices too. The source code to the book can be downloaded for free from the OpenGL website that promotes all the OpenGL books. Please, MAKE SURE you read the book before attempting to code. Its important and will save you time and frustration. Take it from a past frustrated person. lol
Also, you will need to know that there is a difference in GL in general. OpenGL is the main 2D graphics library that has 3D functions. OpenAL is for Audio. But you will also see where it says GLSL. GLSL is the OpenGL version of Shaders. Shaders is your biggest tool in gaming in general. More phone apps are starting to support it as well.
Just like OpenGL, Shaders have their own versions as well. I am currently studying GLSL 2.0. There is a book you can get for it, known as the Red Book in the OpenGL community ---> OpenGL Shading Language ( 2nd Edition ). This book works perfectly with the examples in the 4th edition SuperBible. Also, they have a 3rd Edition, I highly recommend you check it out too.
Another book to look at is : OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition). The 7th edition is good too, however if your trying to stay within a certain way of programing with less confusion, I recommend to stick with 6th edition first until you know more of what your doing.
On top of all this, watch these videos on OpenGL. They DO work as I have personally tested them in Code::Blocks IF you setup C::B correctly. Most people use Visual Studio, but I like free tools. :)
http://www.videotutorialsrock.com
I found one glitch however in one line, but its easily fixable. If you have problems, let me know. But I have personally tested ALL his code out and everyone one of them worked.
Hope this info helped.
EDIT UPDATE : By the way, some will tell you to go with DirectX, however even though DirectX11 is FREAKING SWEET, it will only work on Microsoft Platforms such as Windows and Windows Phone Apps as well as the 360 Game console. It will not work on any other devices or Operating Systems. Although there are some projects out there that are trying to port it over to them, they are still not stable nor are working 100% yet. So I suggest to stick with ONE library API --> OpenGL, then move on to DirectX later once you get OpenGL under your belt. And the only reason I say to work with OpenGL is because it will run on just about any OS and phone device if they support the version of OpenGL your writing in. The OpenGL version is what is important here. However, no matter what you try, OpenGL will not work with the 360 game console though.