forge-point-light-shadows

Add omnidirectional point light shadows using six-face cube-map depth textures in SDL GPU projects.

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-point-light-shadows
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-point-light-shadows
Source: https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317/tree/main/.claude/skills/forge-point-light-shadows
Command: npx skills add https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317 --skill forge-point-light-shadows

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Add omnidirectional point light shadows to an SDL GPU project, enabling realistic lighting by casting shadows in all directions from point light sources.

Core Features & Use Cases

  • Shadow mapping for point lights using cube maps (six faces)
  • Shared depth buffer and per-face view-projection matrices for efficient rendering
  • Integrates with SDL GPU rendering pipeline to produce HDR-capable shadows

Quick Start

Create six-face shadow cube maps, a shared depth buffer, and a shadow pipeline, then render your scene with the cube-map shadows bound.

Frequently Asked Questions about forge-point-light-shadows

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

FAQPage Schema
How do I render point light shadows using cube maps in an SDL GPU project?

To render point light shadows, you create a six-face cube-map depth texture, a shared depth buffer, and a shadow pipeline, then render the scene using per-face view-projection matrices and cube-map shadow samplers.

What is the best way to set up a shared depth buffer for omnidirectional shadow mapping?

The best way to set up a shared depth buffer for omnidirectional shadow mapping is to pair it with a six-face cube-map depth texture and a single shadow pipeline, rendering the scene six times using per-face view-projection matrices.

Does SDL GPU support cube-map shadow samplers for real-time point lights?

Yes, SDL GPU supports real-time rendering of point light shadows by binding cube-map shadow samplers to a shadow pipeline, utilizing six-face depth textures and per-face view-projection matrices for omnidirectional coverage.

When do I need per-face view-projection matrices for point light shadows?

You need per-face view-projection matrices for point light shadows when rendering a six-face cube-map depth texture, as each face requires a unique 90-degree perspective to capture scene depth from all directions surrounding the light source.

Can I use HDR-capable shadows with point light cube maps in real-time rendering?

Yes, you can achieve HDR-capable shadows in real-time rendering by integrating the cube-map point light shadows with the SDL GPU rendering pipeline, using a shared depth buffer and shadow samplers for high dynamic range lighting.