forge-pipeline-assets

Load and render .fmesh, .fmat, and pipeline-processed textures in SDL GPU apps.

Updated Mar 17, 2026
One-click install
npx skills add https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317 --skill forge-pipeline-assets
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-pipeline-assets
Source: https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317/tree/main/.claude/skills/forge-pipeline-assets
Command: npx skills add https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317 --skill forge-pipeline-assets

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Load and render .fmesh binary meshes, .fmat material sidecars, and pipeline-processed textures in SDL GPU applications. This pattern replaces raw glTF loading with optimized binary assets produced by the forge-gpu asset pipeline.

Core Features & Use Cases

  • Runtime loader for .fmesh + .fmat + textures
  • Dual vertex formats (48-byte with tangents, 32-byte without) and support for LODs
  • Material and texture loading through .fmat sidecars and .meta.json metadata
  • Tools integration: mesh tool to generate .fmesh + .fmat from OBJ/glTF
  • Reference implementation: Lesson 39 — Pipeline-Processed Assets

Quick Start

Use the reference implementation at lessons/gpu/39-pipeline-processed-assets/main.c to load and render a processed asset set.

Frequently Asked Questions about forge-pipeline-assets

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

FAQPage Schema
How do I load optimized binary meshes and textures in SDL GPU instead of raw glTF?

To load optimized binary assets in SDL GPU, use a runtime loader for .fmesh meshes, .fmat material sidecars, and pipeline-processed textures to replace raw glTF files with faster binary formats.

What is the difference between 48-byte and 32-byte vertex formats in binary mesh loading?

The 48-byte vertex format includes tangent data for normal mapping, while the 32-byte format excludes tangents. Both support level-of-detail (LOD) handling for efficient binary asset rendering in SDL GPU.

How do I convert OBJ or glTF files into .fmesh and .fmat formats for an asset pipeline?

Use the integrated mesh tool to process OBJ or glTF source files, generating optimized .fmesh binary meshes and .fmat material sidecars for loading and rendering in SDL GPU applications.

Does SDL GPU support loading material sidecars and texture metadata for binary assets?

Yes, SDL GPU applications can load materials and textures through .fmat sidecars and .meta.json metadata files, ensuring pipeline-processed binary assets render with correct material properties.

Where can I find a reference implementation for pipeline-processed assets in SDL GPU?

The reference implementation for pipeline-processed assets is located at lessons/gpu/39-pipeline-processed-assets/main.c, demonstrating how to load and render a processed .fmesh and .fmat asset set.