Comment by pjmlp
16 hours ago
I used to be a big OpenGL advocate all the way up to Long Peaks, eventually I came to realise it is another committee driven API, and writing a couple of plugin backends was never that much of a deal.
Just see the shading mess as well, with GLSL lagging behind, most devs using HLSL due to its market share, and now Slang, which again was contributed by NVidia.
Also the day LunarG loses out their Vulkan sponsorship, the SDK is gone.
Oh, I agree that OpenGL 3 and 4 were absolute disasters, D3D11 is right there for how to do this mostly correctly, and OpenGL doesn't even stand close by comparison. But by the time 4.5 and 4.6 came out, things were going in the right direction. And then Vulkan killed the momentum.
Imagine a OpenGL which takes inspiration from D3D11 and dares to be even more user-friendly and intuitive. Instead, we got Vulkan, yay.
Spot on, and then on the Web we get 10 year delay on hardware capabilities, and still no debugging tools after 15 years.