jme-Vulkan
jMonkeyEngine Hub
May 24, 2026
I’ve pushed the latest changes to GitHub, which resolve the earlier issues by adopting a fully dynamic pipeline input approach.
Location slots are now enabled dynamically based on the mesh feature mask, and everything is working correctly so far.
Next, I need to find a clean way to abstract away the differences between OpenGL GLSL and Vulkan GLSL.
The renderer itself is largely complete at this point.
I’m now moving into shader loading.
Due to the significant differences between OpenGL and Vulkan GLSL, I plan to layer additional patches onto the existing material system.
I’m not entirely sure if this is the right approach—it might actually make things worse—but I’ll give it a shot.
I’ll keep this thread updated with the results of the experiment.
Discussion in the ATmosphere