I’ve been trying to learn OpenGL 3.2 and GLSL 1.50, but I’m having a hard time. I noticed that gl_ModelViewMatrix (and others) are deprecated in 1.50. Why is this, and does the application really have to manage things like setting the modelview matrix manually and settings its inverse (if you need gl_ModelViewMatrixInverse)? I found all of those default uniform matrices very useful in shader programming.
Also, is there some place where the changes to OpenGL are justified for each version? It would be nice to see why certain functionality was deprecated in the latest versions.