AMD's OpenGL tools don't look too active either, e.g. the last release of CodeXL is from 2018, and this only updated dependencies or removed functionality, for instance this nugget from the release notes:
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* Removal of components which have been replaced by new standalone tools:
...that Radeon-GPUProfiler is that tool which has only D3D12 and Vulkan support.
Look around for AMD's OpenGL activity more recently, there's not much, which isn't surprising because they've been lagging behind NVIDIA with their GL drivers since forever. I bet they're eager to close that chapter.
NVIDIA seems more committed to GL still, but without having all GPU vendors on board to continue supporting OpenGL, Khronos won't be able to do much to keep it alive.
> but without having all GPU vendors on board to continue supporting OpenGL, Khronos won't be able to do much to keep it alive
Please don't make things up. OpenGL 4.6 was released in July 2017. According to Wikipedia, modern AMD and NVIDIA cards both gained driver support for it in April 2018. Intel drivers have support since May 2019.
OpenGL is certainly used by a number of creative apps like Photoshop, but you can't deny that the number of games released with OpenGL is down significantly since say 2010.
I didn't say that there were no OpenGL games being released in 2019/2020 but that the ratio is definitely skewing away from OpenGL. "A lot of games" seems like a stretch compared with what the numbers used to be.
Also I think it's obvious but I'll say it anyway; it's not up to khronos it's up to developers. It doesn't matter if they continue to support OpenGL if developers move to some combination of dx11/12, Vulkan, and Metal.
WebGL and OpenGL ES aren't OpenGL. Their uptake or lack thereof in other arenas is orthogonal to whether people are moving away from OpenGL for game development.
Considering UE4 and Unity both support OpenGL, yes, a lot if not the majority of games.
WebGL and OpenGL ES are pretty much OpenGL. Formally they are different standards, but they are based all in OpenGL: if you know one, you know the others pretty well, which is what is important for developers as you agree in the second paragraph.
Once again, that's support not implementation. Developers could use OpenGL in Unreal. They could, but they haven't in general. Vulkan is the default, and is the more common choice.
If it were true that lots of games were picking OpenGL, why is it so hard to make a long list of them? It's easy to make such a list for vulkan.