> The point of OpenGL was to have an API universally supported everywhere
That was always more like a dream than reality. OpenGL implementations between GPU vendors and platforms all have significant "implementation defined behaviour", interesting bugs and different performance "hot paths". And as soon as you need to start using extensions, portability is out the window anyway. Even setting up a GL context across different operating systems (e.g. the very first thing every GL application needs to do) is a royal PITA unless bringing in additional helper libraries like GLFW or SDL.
Arguably the only actually portable GL flavour is WebGL.
Could you please communicate instead of just replying? I have no idea what you're talking about and would appreciate a fully expressed thought instead of a one liner or a vague 6 word phrase.
Thanks to extension spaghetti, there isn't a single OpenGL API, it is like programming for the Web or UNIX flavours, you end up with multiple code paths depending on the extensions available, thus it is like programming against multiple APIs even if it says OpenGL in the box.