Have you actually read the linked site beyond its name? The site is about fundamentals. Yes, it contains OpenGL code, but what it covers is the fundamentals of real time graphics, not just OpenGL API.
> Have you actually read the linked site beyond its name? The site is about fundamentals.
Is it? All the fundamentals are tied to how it's done in OpenGL with somewhat sparse explanations in between. And many "fundamentals" are literally something like
Yes, it is. Most articles there are practically API-agnostic. Just because the code examples happen to be written with OpenGL it doesn't mean it's about OpenGL.
Even the code snippets start with "#version 330", if you implement these in another tech stack (say vulkan+slang) the relevant shader code would look very similar. It's quite strange to me that you think just because of "#version 330" it's not about fundamentals, tbh.
Despite the name, GLSL is still used all over the place in Vulkan pipelines. The site teaches you the shader approach (rather than the fixed function pipeline of the 90s) which is what the "modern" Vulkan stack uses too.
That was the absolute minimal example of where "fundamentals" immediately devolve into a very specific code targeting a very specific API. See also sibling comment: https://news.ycombinator.com/item?id=49027094
Is it? All the fundamentals are tied to how it's done in OpenGL with somewhat sparse explanations in between. And many "fundamentals" are literally something like