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.