Before I begin, in the interest of full disclosure, I have my own set of intro OpenGL tutorials. So feel free to take my assessment in that regard.
First, ICG 5th edition has been supplanted with ICG 6th edition, which teaches from shaders. You should look into that, as shaders are important. However, looking at the blurb on Amazon, it seems to stop with OpenGL 3.1, for some reason. 3.2 and 3.3 all run on the exact same hardware as 3.1, so there's no reason for them to have stopped there (except for the production and publication date, of course). So some of the information may be out of date. There don't seem to be any reviews up on Amazon as of yet.
You also may want to consider the 5th edition of the OpenGL Superbible. I'm more familiar with this one, but I think some of its teaching methadology is flawed. It uses a large C++ framework to make it easier to show how to do things, which is fine. What I have a problem with is that it starts with the framework, then later teaches about the OpenGL calls it makes behind the scenes. I've seen more than one question from users of the Superbible who were confused as to where OpenGL ended and the Superbible's framework began.
There are quite a few online resources. I would suggest avoiding any online tutorials that don't use shaders, as you can't really call yourself a graphics programmer these days without the ability to use them. The OpenGL Wiki plays host to a number of OpenGL 3.0 or better tutorials that all teach shaders for the beginning programmer. Again, in the interest of full disclosure, I wrote one of them.