An attempt at Vulkan
jMonkeyEngine Hub
March 14, 2026
The resource binding methods of Vulkan and OpenGL seem to be quite different. What is certain at present is that to support Vulkan shaders, some macros are needed to distinguish them.
My current thinking is to try to avoid modifying the current OpenGL as much as possible.
I plan to complete the minimal modifications first.
Discussion in the ATmosphere