OpenGL is not close to deprecation. It may be decades before mainstream GPUs stop supporting it. The amount of non abandoned software built on top of OpenGL that is not being migrated to Vulkan is mindboggling.
> In fact it's already deprecated on a device ~50% of American's use (an iPhone). It's also deprecated on MacOS
This is an Apple problem, not an OpenGL problem. Linux (and by extension Android, maybe Switch), Windows (and by extension Xbox), BSD (and by extension Playstation) all support OpenGL 4.6 and Vulkan. Apple has had issues supporting OpenGL since forever, and its OpenGL support (even before Vulkan) stagnated at 4.1, which was released ten years ago.
OpenGL is not deprecated at all. OpenGL 4.6 is a very, very modern API supporting things that many games still don't have, like mesh shaders, SPIR-V, etc.
> Linux (and by extension Android, maybe Switch), Windows (and by extension Xbox), BSD (and by extension Playstation) all support OpenGL 4.6 and Vulkan.
Yeah... no.
On Windows you're better of using DirectX since its tge only officially supported API. Xbox only supports DirectX.
Playstation only has its own graphics API.
Switch nominally has support for Vulkan, but they have their own graphics API.
> it's already deprecated on a device ~50% of American's use
America is one market among many. iOS usage is ~28% globally.
Even if Google suddenly announced their plans to deprecate OpenGL ES on Android, it would happen in the mid 2020s at the very earliest for bleeding edge devices, and late 2020s for whatever is considered "legacy" at that point.
A realistic scenario is that billions of people will still rely on some form of OpenGL at the end of the 2020s, and full deprecation will happen somewhere in the 2030s.
This is also like 10 years old. OpenGL did not die easily, the new replacements are at wars and I have yet to see an universal API/library replaces OpenGL.
If you still want to learn OpenGL there's https://learnopengl.com