…sort of. The relationship between Material, Mesh, and Geometry as implemented in JME3 starts to get really OpenGL specific really fast.
And I think most of the breaking changes would be there or related to that. Then the question is whether or not it’s worth keeping the existing scene graph around “as is” or, since all apps will break anyway, fixing a lot of the legacy design issues in the process. (I mean, think of all of the things that break if we change Mesh or VertexBuffer at all… text, animation, blue cubes, etc.) (And believe me, I’d love to fix some things even in the OpenGL implementation of VertextBuffers… custom types anyone?)
I’m interested in the idea but it feels like the closer it gets to just “slipping in Vulkan” under the covers, the more benefits we’d lose from doing it. Like, why is that any better than a thin OpenGL wrapper/adapter on top of Vulkan (which is bound to exist, eh?)