2025 is coming to an end. It was the first year I was able to fully dedicate my energies to TextureMind as individual activity, without the hindrance of work. In this year I wrote about 1860 commits with an average of 155 commits per month. A year full of challenges, hard work and achievements. This year, I completed the TextureMind Framework for the first time, reaching its first stable version 1.0. I also completed the first professional software, TextureMind Desktop (TMD), in its first stable version 2025.0. This software presented such complex implementation challenges that it drove a complete evolutionary push for the entire framework. Hardware encoding and decoding, along with full system process management, with support for Windows down to older versions like Windows Vista, extended Linux support from CentOS 7 to Ubuntu 25, support for Wayland, and recently support for MacOS and Linux on ARM. From now on, the software created with the TextureMind framework will be able to run on a wide range of devices and operating systems. The framework, overall, has reached a very high professional level: it never crashes, it doesn't leak memory, it is stable and tested on a wide range of systems. This huge result opens up a whole range of possibilities.
As for TMD, there will be further goals to achieve in 2026, such as hardware encoding on Linux and MacOS, and the web browser client through the port on Emscripten. There will be minor ports to other platforms, but the main goal will be to make the software more stable and professional, trying to close the feature gap with all the other competitors. Here's another development. TMD will most likely be developed and distributed in collaboration with another software house with expertise in the HPC sector. This will be a crucial step in further establishing the product. The exact steps are not yet clear; most likely, part of the code will be licensed, obviously without sacrificing the framework for the other products. There will be also a greater effort to disseminate and advertise TMD globally.
In 2026, I will continue developing the other projects that have been left pending for now, like TMSketch, the multimedia asset management software for the TextureMind Framework, for creating animations and for rapid prototyping of applications, and possibly other software, such as MultiEdge Paint, DWorkSim and others. Finally, there will be an attempt to bring some games to Steam and to complete PC Breathless, which has been left pending for several years now. 2026 promises to be an intense year, full of even more challenges and surprises, which will reveal to the world the true value of these projects and the entire activity.








This demo is not a great evolution of the demo already published on youtube. The big difference is in the clean up and the fact that you can safely run in your pc without issues (be sure to have vulkan libraries installed). If you like this project and you want that it will be continued in the future, please make a donation to support my work. It will be appreciated.






The layout of the mesh doesn't have to match exactly with the material's one: if the mesh has the required vertex attribute then it's used, otherwise 0 values are used instead. It's for the material to decide how to use the vertex attributes offered by the mesh. In this way, a single material can be used to render any kind of mesh. Of course, a mesh without normals cannot render diffuse or specular, or without texcoords cannot render textures, normal maps and so on.

















