Most of them focus on OpenGL for windows.
I just searched and found this WebGL tutorial which says it's based on NeHe's so it's hopefully good: http://learningwebgl.com/blog/?p=28
Disclaimer: I'm not a game developer and I barely dabble in the 3D world, so take my links with a huge grain of salt :)
This is a big problem with OpenGL tutorials in general, a lot of them cover old stuff that shouldn't be used any more.
The entire OpenGL fixed function pipeline is deprecated, replaced by programmable shader pipeline. It's a lot more work to get simple stuff done with shaders but it pays off in the end.
If you're looking to write a game (and not an engine) it may be a good idea to get an engine and not write "raw" OpenGL at all.
But if you only want to draw a rectangle with a solid color, you can do that using the scissor test and clearing "the screen". But that's about all you can do without shaders.
Rectangle(100, 100, 400, 400)
That or something very similar [1] draws a rectangle from pixel position (100,100) to (400,400) in many high level 2D graphics environments. Just posting this to point out that you do not have to make things more complicated than necessary.OpenGL is a standard for hardware accelerated 3D graphics and it is inherently complex because of that. If you just want to do 2D do not bother with it.
(It's not literally just for kids.)