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				Stick with OpenGL.
 
 Once you are able to create something worth putting in a portfolio you can think about moving to something else.
 
 Don't become a "frameworks junkie", you will never learn anything.
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				 drRoss48439y@nickpapoutsis I think normally I'd agree, but OpenGL is a very long standing project, and Vulkan seems like it's the new OpenGL? It's not like JavaScript where there's a new framework every other day. drRoss48439y@nickpapoutsis I think normally I'd agree, but OpenGL is a very long standing project, and Vulkan seems like it's the new OpenGL? It's not like JavaScript where there's a new framework every other day.
 
 On the other hand, it won't hurt to know both, as you might come across OpenGL in current or legacy projects.
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				@drRoss
 That's what I thought, but @nickpapoutsis has got me convinced to stick with openGL a little longer. I should focus on what I know now and get some hands on practice before I start learning a new thing. Vulkan is still pretty new anyways so who knows what might still change and adapting to that is even harder if I haven't even had any experience with openGL, which even is easier after all.
 It's a question you have to ask yourself because it seems like Vulkan will be taking over, but I think it is smarter to get some more constructive practice before starting all over with something as big as Vulkan.
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Is it a good idea to switch from learning openGL to learning Vulkan now?
I was learning openGL in the past months and now that Vulkan is out I am thinking about learning that instead. I've heard that it's harder to learn though, so roughly how long do you think it would take to learn it as a openGL novice?
In openGL I have used instanced rendering with different textures, specular maps in the shader all in perspective 3D of course.
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graphics api
opengl
vulkan