What problem does it solve? Debugging rendering issues in the classic-wgl engine's classic-gfx crate is hard because GL state is scoped per draw call, depth testing is selectively enabled, and failures like black screens or missing textures produce no GL errors. This Skill provides the full contract for the Gfx struct, draw_* functions, shaders, and framebuffer management so you can pinpoint rendering bugs quickly. ## Core Features & Use Cases - GL State Contract Reference: Documents exactly what begin_frame sets (BLEND, LEQUAL depth func) and what it does not (DEPTH_TEST), plus per-draw depth/stencil state for tilemap, iso sprites, and line drawing. - Draw Function Signatures: Full parameter documentation for draw_tilemap, draw_iso_sprite (Normal/Ghost passes), draw_sprite, draw_rect, draw_sdf, and draw_line_loop/strip, including shader-to-draw mapping. - Shadow & Lighting Systems: Covers the directional shadow map (bias mechanisms, light space vs screen space) and the std140 UBO dynamic point/spot light pipeline. - Use Case: When the UI phase renders a black screen, use this Skill to identify that DEPTH_TEST was left enabled by a prior draw call, then verify the restore sequence in the relevant draw function. ## Quick Start Ask the AI to explain why draw_tilemap renders but the SDF text overlay is invisible, using the classic-gfx skill's DEPTH_TEST contract.