← Back to Flint
AgentFlint

Skill · Version 1.0.0

raylib rendering and shaders

Keeps drawing passes and shader resources in a predictable order. It prevents render-state mistakes and repeated resource creation when combining the world, effects and interface.

raylib-rendering-shaders

See how it helps

When is it useful?

Use when adding an offscreen effect or combining 2D, 3D and interface rendering.

What does it help you do?

  • Maps matching drawing and mode boundaries without nested ownership conflicts.
  • Keeps resource creation outside repeatedly executed draw paths.
  • Checks shader language and uniform compatibility on the intended platform.

Try asking this

Add a low-resolution world pass and a sharp HUD to our retro shooter. Resize the window and toggle a damage shader. Check matching drawing boundaries, target recreation and shader support so the HUD stays crisp and targets are not allocated every frame.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

raylib — rendering shaders

Use when changing raylib batching, 2D/3D rendering, render textures or shaders.

Version and project gate

Inspect The local raylib.h version, linked library, C/C++ build system, platform backend, asset paths, compile flags and ownership conventions. Match the cheatsheet to the linked version rather than assuming the current website API. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.

Work

Map Begin/End drawing, mode and render-target scopes. Keep resource creation out of repeated drawing paths. Match GLSL version and uniform semantics to the target platform. Measure state changes and pixel-heavy effects before introducing custom rendering layers.

Deliver

A scoped rendering patch with correct nesting and shader/platform requirements. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.

Failure to prevent

Desktop GLSL examples may not compile on GLES/Web targets; nested mode ownership can leak render state.

Acceptance scenario

Render representative sprites, text, 3D geometry and an offscreen effect, then verify state is restored for the next pass. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.

Scope and sources

This skill belongs to Flint. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.

Included files 1

  • SKILL.md