I would suggest that beginners not lead with "which tools should I capitalize on" and instead, take a step back and ask "what do I want to make"? Don't lose focus on the final output as you make your first steps. In the world of computer graphics today there are so many tools that abstract away various steps in the process of drawing pixels to the screen that you could very easily waste too much time suffering with l…
Where did it get me? Not very far, really. First of all, almost nobody cares about OpenGL anymore--it's kind of dead with the two major OS vendors finally abandoning it. Go to any "HN Who's Hiring" and text search for OpenGL. Sure, I could have gone and re-skilled and learned another similar graphics API, but the second problem is nobody really needs people who write low-level Direct3D or Vulkan or Metal anymore because that's all abstracted for you by engines. And there are max 5 or 6 companies in the world that even have the need for people who can do low-level graphics drivers. It's a career-limiting niche.
The smaller the piece of the machine you focus on, the more of a world-class expert you need to become in order to make it your whole career. So, unless your plan includes becoming the next John Carmack or something, I'd recommend going broad rather than deep.