I’m having to make major changes all over my code just to get a cubemap working in Vulkan. Had to rewrite my texture class to support cubemaps, had to rewrite my importer to support loading a single mesh from a gltf instead of the entire scene, now I have to make an entirely new descriptor array dedicated to cubemaps so I can use cubeSampler in the shader. Alternatively I could just use a push descriptor but I’ll have to do that stuff eventually anyway. And render doc doesn’t work with push descriptors for whatever reason so I’ve been avoiding them.

The biggest realization though is how fucked my resource management is and how flimsy communication is between textures, materials, nodes, meshes which are all in their respective vectors and refer to each other by index which is made on import and not able to change. I’m not using maps or unordered maps or anything, just regular old vectors. My renderer is made to support loading one gltf on start up and that’s it. I’ll have to research how engines juggle bindless resources and also the need to implement some kind of entity component system for proper scene management is creeping up on me.