
Originally Posted by
elanthis
Core profile OpenGL is also cleaned up and refined more or less identically to OpenGL ES. The API was fully aligned between OpenGL ES 2.0 and OpenGL 4.2, and will likely be aligned between OpenGL ES 3.0 and OpenGL 4.3 (if not 4.2). Desktop OpenGL has a ton of features and support than OpenGL ES does not. The rumors for OpenGL ES 3 would make it almost -- but not quite -- equivalent to D3D10. The direct comparison is a bit uneven (even today's GL ES devices have some features only found in D3D11, while D3D11 still has features that no version of GL offers even with extensions -- primarily threading support, which is basically impossible to do properly with the 1980's single-threaded GL/GLES API design).
So far as "easier to learn," the old deprecated OpenGL API is actually much "easier," which is why it's stuck around so long and why hobbyists and students keep clinging to it despite how awful it is for performance. Of course it's trivial to build such an easy API on top of GL3 or D3D, but nobody has written one (at least none that is widely known and ubiquitous). D3D10+ is also considered easier to learn and develop with compared to any version of GL ES or Core profile GL (again due to GL/GLES having that ancient 1980's style API, which is difficult to thread properly due to global state, is highly error prone and difficult to debug, is unfriendly to code completion, etc.).