It's so much easier than Vulkan or writing shaders and the performance is more than good enough for a lot of applications.
I wonder if somebody has written a adapter layer to write old OpenGL and translate it on the fly to Vulkan?
I wonder if somebody has written a adapter layer to write old OpenGL and translate it on the fly to Vulkan?
Apple themselves also don't ship a native OpenGL driver anymore, only a layer that translates OpenGL to Metal.
Apple's OpenGL on macOS and iOS has been a shim over Metal for a very long time. The feature set is stuck somewhere between GL 3.x and 4.1 though (e.g. no compute shaders), but not for technical reasons.
Even if you use OpenGL you still need to write shaders.
> Even if you use OpenGL you still need to write shaders.
Not in OpenGL 1.x[0] on open platforms at least
[1] it most likely wont be a 100% compliant one (even SGI had trouble on that front :-P) but in practice it'd be usable