forge-environment-mapping

Add cube map environment mapping with skybox and reflections to SDL3 GPU scenes.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Adds cube map environment mapping with skybox backgrounds and surface reflections to 3D scenes using SDL3 GPU, enabling immersive environments and realistic visuals.

Core Features & Use Cases

  • Cube map texture creation: create and upload six faces to a single SDL_GPUTexture of type SDL_GPU_TEXTURETYPE_CUBE.
  • Skybox rendering pattern: render a surrounding environment with depth=1.0 and no depth write to create a distant background.
  • Reflection mapping pattern: sample the environment map in fragment shader to reflect or refract light on surfaces.

Quick Start

Create a cube map texture with six faces, configure a skybox render, and enable reflections on scene objects.

Frequently Asked Questions about forge-environment-mapping

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

FAQPage Schema
How do I add cube map environment mapping and reflections in SDL3 GPU?

Cube map environment mapping in SDL3 GPU requires creating an SDL_GPUTexture of type SDL_GPU_TEXTURETYPE_CUBE with six faces, then using a reflection sampling pipeline to map light on surfaces. A skybox render pattern provides the distant background.

What is a skybox rendering pattern and how does it use depth state in SDL3?

A skybox rendering pattern in SDL3 renders a surrounding cube map environment as a distant background by setting depth to 1.0 and disabling depth write. This ensures the skybox stays behind all other scene objects without occluding them.

Can I apply cube map reflections to multiple objects in an SDL3 GPU scene?

Yes, cube map reflections can be applied to multiple objects within SDL3 GPU scenes. The reflection sampling pipeline samples the environment map in the fragment shader to reflect light across various glossy materials and surfaces.

Do I need a specific texture type to create a skybox in SDL3 GPU?

Yes, creating a skybox in SDL3 GPU requires a 6-face cube texture specifically set to the SDL_GPU_TEXTURETYPE_CUBE type. You must create and upload six individual faces to this single cube map texture to render the environment.

What graphics pipeline settings are required for SDL3 GPU reflection mapping?

Reflection mapping in SDL3 GPU requires a reflection sampling pipeline with correct depth state and cull settings configured. This pipeline handles sampling the cube map environment in the fragment shader to render reflections on surfaces.