I'm not sure I'd recommend it as an introductory book though, especially for someone new to 3d graphics in general. In addition to being super-long, it's sort of weird as a tutorial (kind of strange selection of examples, pervasive dependency on the authors' custom utility library that isn't well explained, glossing over most of the relevant math). The one linked here looks much better from that perspective, though it's nowhere near as comprehensive as a reference.
I wasn't recommending it as an introductory book, just confirming the OP's assertion that it's the only book worth buying. It is a rare book about games/graphics programming that isn't completely worthless.
I bookmarked this tutorial site. It looks pretty good, and I'm super rusty, since my expertise lies in gameplay more than graphics. It looks solid and non-stupid.
The OpenGL Superbible is a nice read; but - as already noted - not really suitable as an introductory tutorial by itself. You should at least couple it with a basic knowledge of linear algebra. 'Back in uni' (I don't like saying it, makes me look old) we used the Superbible in the "Computer graphics" course which was taught after "Introduction to Linear Algebra" and besides "Applied linear algebra for graphics".