While I’m not in a position to dispute either you or the above article, I believe his position was that it will live on through three types of apps:I wouldn't in a million years start a project using a framework that is obviously being on its way out and has clear, mature alternatives. Like. The writing is on the wall. Apple stopped updating OpenGL after 2010. Metal was released in 2014. Vulkan was released in 2016. OpenGL's last version was 4.6, in 2017. And Apple officially deprecated OpenGL in 2019. How long until they remove it altogether? It would simplify both software and hardware development (I seem to recall people from the Asahi project saying that Apple Silicon GPUs still have hardware features to make OpenGL support easier/more performant, but don't quote me on this).
Obviously not everything revolves around Apple, and I'm less aware of what other hardware vendors are doing, but it's my understanding that, even while actively supported, OpenGL performance is less and less relevant, and most metrics use Vulkan benchmarks/games. In a world with high core count CPUs, OpenGL has poor multithreading support. And new features (i.e. NVIDIA's DLSS, raytracing...) aren't ever going to come to OpenGL, so... kind of a dead end IMHO. I wouldn't start a project with it, even if it's higher level and easier to write for. Specially not if (as it seems to be the case) I want to be able to run it on Apple platforms.
1) legacy code based which already run well in OpenGL and the cost of porting to Vulkan/Metal/DX12 wouldn’t be justifiable.
2) new applications where performance simply isn’t needed and the speed of development is much greater with OpenGL.
3) WebGL as @leman already mentioned.
I think the #2 is the point of most contention. But I think in all cases his argument is that even if Apple (and others) gets rid of official OpenGL support, it’s so easy to glue OpenGL onto Vulkan/Metal that it’s still worth it and again for many of these projects any performance hit from doing so would simply not be noticeable.
(I seem to recall people from the Asahi project saying that Apple Silicon GPUs still have hardware features to make OpenGL support easier/more performant, but don't quote me on this).
Yup. That’s true.