forge-stencil-testing

Configure SDL GPU stencil testing with D24_UNORM_S8_UINT for portals and outlines.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Add stencil testing to an SDL GPU project to enable portals, outlines, and per-pixel masking for advanced rendering effects.

Core Features & Use Cases

  • Depth-stencil format selection with stencil bits (e.g., D24_UNORM_S8_UINT) and safe fallbacks.
  • Pipeline stencil state configuration for front/back faces and per-draw references.
  • Portal technique using a multi-pass approach to mask and render inside portals.
  • Outline technique by drawing an expanded object where stencil matches.
  • Stencil clearing and color/depth write controls to avoid artifacts.

Quick Start

Configure a depth-stencil texture with stencil bits and enable a stencil test on the graphics pipeline, then issue a couple of draw calls to demonstrate a portal or outline.

Frequently Asked Questions about forge-stencil-testing

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

FAQPage Schema
How do I enable stencil testing in an SDL GPU project for per-pixel masking?

To enable stencil testing in an SDL GPU project, select a depth-stencil format with stencil bits like D24_UNORM_S8_UINT, configure the pipeline stencil state, and apply per-draw stencil references to drive masking effects.

What is the correct depth-stencil format needed for SDL GPU portal and outline rendering?

The correct depth-stencil format for SDL GPU portal and outline rendering is D24_UNORM_S8_UINT, which provides the necessary stencil bits for per-pixel masking alongside safe fallbacks for pipeline state configuration.

How do I render portals using stencil testing in a real-time graphics pipeline?

Render portals using a multi-pass approach that masks and renders inside portals by enabling front and back stencil states, applying per-draw stencil references, and controlling stencil clearing to isolate the portal view.

Does SDL GPU support configuring separate stencil states for front and back faces?

Yes, SDL GPU supports configuring separate pipeline stencil states for front and back faces, allowing precise per-draw stencil reference adjustments needed for advanced real-time rendering techniques like outlines.

Why does my stencil outline technique produce rendering artifacts in SDL GPU?

Stencil outline artifacts in SDL GPU usually occur from improper stencil clearing or incorrect color and depth write controls, which must be configured correctly to avoid visual errors when drawing expanded objects.

What's the best way to draw an outline effect using stencil testing in real-time rendering?

The best way to draw an outline effect using stencil testing is to draw an expanded object where the stencil matches, utilizing per-draw stencil references and disabling color or depth writes to isolate the outline geometry.