Then I bought a 3DFx Voodoo card and started using Glide and it was night and day. I had something up the first day and every day thereafter it seemed to get more and more capable. That was a lot of fun.
In my opinion, Direct X was what killed it most. OpenGL was well supported on the Voodoo cards and Microsoft was determined to kill anyone using OpenGL (which they didn't control) to program games if they could. After about 5 years (Direct X 7 or 8) it had reached feature parity but long before that the "co marketing" dollars Microsoft used to enforce their monopoly had done most of the work.
Sigh.
Vulkan is just as bad into this regard, with complexity turned to eleven. No wonder people call it a GPU hardware abstraction API, not a graphics API.
And on the Web they couldn't have better idea than throw away all the existing GLSL, to replace it with a Rust inspired shading language.
It has everything to do with Vulkan, givent that the same organisation is handling it, and had it not been for AMD's Mantle, they would probably be discussing what OpenGL vNext should look like.