forge-first-triangle

Render colored geometry with SDL3 GPU using vertex buffers and shaders.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Draw colored geometry with SDL3 GPU using vertex buffers, shaders, and a graphics pipeline to teach real-time rendering fundamentals.

Core Features & Use Cases

  • Vertex data pattern: Define a Vertex struct that matches shader inputs and per-vertex attributes.
  • Shader creation: Write HLSL/GLSL compatible shaders, compile to SPIR-V/DXIL, and manage shader resources.
  • Graphics pipeline setup: Configure vertex input, shaders, primitive type, rasterizer state, and color targets to render geometry.
  • GPU data transfer: Upload vertex data to the GPU via buffers and staging transfers.
  • Use Case: Build a simple colored triangle or mesh and render it in a render pass.

Quick Start

Create a simple triangle by defining a Vertex struct, writing vertex and fragment shaders, compiling them to SPIR-V or DXIL, and building a graphics pipeline, then render it in a render pass.

Frequently Asked Questions about forge-first-triangle

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

FAQPage Schema
How do I render a colored triangle using SDL3 GPU?

To render a colored triangle with SDL3 GPU, define a Vertex struct, compile HLSL/GLSL shaders to SPIR-V/DXIL, configure a graphics pipeline, upload vertex data via buffers, and execute a render pass.

What vertex format is needed for real-time rendering with SDL3 GPU?

Real-time rendering with SDL3 GPU requires a Vertex struct that matches your shader inputs, defining per-vertex attributes like position and color for the graphics pipeline to process correctly.

How do I upload vertex data to the GPU in SDL3?

Upload vertex data to the GPU in SDL3 by creating buffers and using staging transfers to move your Vertex struct array into GPU memory before executing the render pass.

Do I need to compile shaders to SPIR-V or DXIL for SDL3 GPU pipelines?

Yes, SDL3 GPU pipelines require shaders compiled to SPIR-V or DXIL from HLSL/GLSL source code to configure the graphics pipeline and execute real-time rendering of vertex geometry.

What components are required to configure a graphics pipeline in SDL3?

Configuring a graphics pipeline in SDL3 requires setting up vertex input formats, shader stages, primitive type, rasterizer state, and color targets to successfully render colored geometry.

Can I use SDL3 GPU for rendering meshes beyond a simple triangle?

Yes, the SDL3 GPU pipeline supports rendering meshes by extending the vertex buffer data and defining additional per-vertex attributes within the same graphics pipeline configuration used for a triangle.