Ah the old Redbook OpenGL 1.1 style?
Is it really worth learning that stuff only to have to discard it when using "modern" shader techniques?
I would suggest yes it's definitely still worth it. Getting something up and running with the older APIs is
much quicker and easier - most of hard work is done for you (e.g. gluLookAt to set up your projection, matrix management, etc) meaning you can focus on your particular game or application until you're comfortable with OpenGL. Once you've reached that point
then I suggest you have a look at re-implementing using vertex and index buffers, VAOs, shaders/GLSL, etc. because (trust me) there's a lot of stuff to get to grips with - even just to get your texture-on-a-quad

- and you won't have 'wasted' much (if any) effort should you decide to switch to the non-deprecated (i.e. core profile) API.
However I'm thinking from the perspective of someone who's implementing an OpenGL app from the 'ground up' (which is my personal interest), as an alternative you might want to investigate using a higher-level library/engine such as libgdx* which builds on top of an OpenGL library (such as LWJGL) and provides a much richer API, there are plenty of tutorials and links in this and other forums. Guess it depends on your particular interests.
* EDIT: Actually a better suggestion might be
Slick since I believe it's specifically orientated towards 2D OpenGL, not my sphere of knowledge but might be worth checking out?
http://www.slick2d.org/