Specifically I'd suggest sticking to OpenGL 4.x and ES 3.x when learning OpenGL. Even OpenGL 4.4+ brought a lot of changes that should be used instead of what existed before (bindless resources, texture/buffer storage, persistently mapped buffers, etc.)
I'd prefer to stay at OpenGL level. Maybe some kind of standardized high-level API pops up on top of Vulkan/Metal, for those who don't want to go that low-level.
Metal is actually not that bad to live in. Vulkan, on the other hand, is micromanagement hell. I definitely agree with the people saying that it's for "building your own OpenGL".
Teknoman117|7 years ago
zerr|7 years ago
skolemtotem|7 years ago