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> Part of the problem is that many of the concepts OpenGL teaches you have no bearing on how modern hardware actually works, so you end up having to unlearn bad habits which OpenGLs messy abstractions enable. OpenGL won't teach you to think in terms of PSOs, for example.

Well sure, but as the other commenter pointed out, there's a lot of stuff you'd have to learn about how GPUs and 3D rendering with them actually works, before ever getting to concepts such as PSOs. Like think just the kind of thinking that you'd have to go through just to get a handle on things such as how shaders work, how to pack the data so that it can be efficiently used from the shader, uploading textures and so on. And for these kinds of things, OpenGL is as good a learning platform as any.

> Have they not stopped? The last major update to OpenGL was six years ago, around the time Vulkan went public. I recall there initially being talk of OpenGL continuing to be developed alongside Vulkan but that just hasn't happened.

That's what I'm saying tho. Khronos has stopped OpenGL development, which is a way more prescient and compelling reason to not use the API (aside from if you're targeting more "legacy" hardware that doesn't support Vulkan, like you might if you're developing a Wayland compositor, for example, where you might still like some 3D hardware acceleration to complement hardware planes), than the idea that because Apple doesn't support it, it shouldn't be used.

OpenGL was, after all, always a 2nd-class citizen on Apple. Even back in the OpenGL 3 days, Apple got stuck in OGL 2 for whatever reason.

Oh, and at least with Mesa's Zink[0], you can absolutely use OpenGL even if your hardware natively only support Vulkan. That's not a problem.

[0]: <https://docs.mesa3d.org/drivers/zink.html>




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