...which is exactly the same as the second edition. Almost. But not quite as painfully obvious a reprint as the OpenGL book that usually accompanies it (the Red Book). It just had some warnings that OpenGL 3 is, like, totally different, and saying that we are not going to bother with any of that, despite announcing that prominently on the cover of the book. Nothing on, for example, how to do transforms without all the old pipeline commands. Lots on, say, display lists, instead. Display lists that have been unofficially deprecated now for about a decade. Oh, well.
And for those not in the know, the Orange Book and the Red Book together form the unofficially official documentation for OpenGL.
Someone really needs to step up to produce quality documentation for the new lean and mean non-backward-compatible profile of OpenGL 3 if that is to make any headway. Or maybe that lets-make-the-API-even-more-low-level approach was wrong to begin with, and people are just afraid to say that out aloud like Mark Kilgard of NVIDIA recently did (see slide 35).
Anyway, if you are going to work with OpenGL, you need to read those two books. But you can just as well buy the previous edition.