forge-atlas-rendering

Remap UVs and sample textures from a single atlas in SDL GPU projects.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-atlas-rendering
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-atlas-rendering
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-atlas-rendering
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-atlas-rendering

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Remaps UV coordinates to map multiple materials onto a single atlas, reducing draw calls and texture binds in real-time rendering.

Core Features & Use Cases

  • Atlas-driven rendering: remaps UVs in the fragment shader using per-entry offsets/scales from atlas metadata.
  • Single-texture sampling: binds one atlas texture instead of many material textures.
  • Use Case: Use this in an SDL GPU project to render a scene with many materials without swapping textures per object.

Quick Start

Load the atlas metadata and atlas texture, then apply per-object UV transforms in the fragment shader to sample the correct atlas region.

Frequently Asked Questions about forge-atlas-rendering

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I reduce texture binds in an SDL GPU project with multiple materials?

Remapping UVs to a single texture atlas reduces texture binds in SDL GPU projects by replacing multiple material textures with one atlas. The fragment shader uses per-entry UV transforms and atlas metadata offsets to sample the correct region.

What is atlas UV remapping for real-time rendering?

Atlas UV remapping for real-time rendering is the process of mapping multiple materials onto a single atlas texture. It applies per-object UV transforms in the fragment shader using metadata offsets and scales, enabling single-texture sampling instead of swapping textures per object.

How do I sample a specific material region from a texture atlas in a fragment shader?

To sample a specific material region from a texture atlas in a fragment shader, you load atlas metadata containing offsets and scales, then apply per-object UV transforms. This remaps the original UV coordinates to the correct sub-region within the single bound atlas texture.

Do I need atlas metadata to use single-texture sampling in SDL GPU?

Yes, single-texture sampling in SDL GPU requires loading atlas metadata from an atlas.json file via the forge_pipeline_load_atlas function. This metadata provides the per-entry UV transform data, such as offsets and scales, needed for the fragment shader to sample the correct atlas region.

Can I use a texture atlas to reduce draw calls in an SDL GPU scene with many objects?

Yes, you can use a texture atlas to reduce draw calls in an SDL GPU scene with many objects. By packing multiple materials into one atlas and remapping UVs in the fragment shader, you avoid swapping textures per object, significantly reducing texture binds.

What are the limitations of using a single atlas texture for all materials in SDL GPU?

A limitation of using a single atlas texture for all materials in SDL GPU is the requirement for precise atlas metadata. You must provide accurate per-entry UV transform data for shader sampling, and all materials must be packed into the atlas prior to rendering.