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AgentKeiko

Skill · Version 1.0.0

libGDX render batching

Reduces unnecessary drawing changes while keeping visual passes correct. It checks texture switches, atlases and graphics-state restoration so optimizing the world does not damage the HUD or effects.

libgdx-render-batching

See how it helps

When is it useful?

Use it when texture switches, text or offscreen effects increase drawing cost or leave later rendering corrupted.

What does it help you do?

  • Maps render passes and correct begin/end ownership.
  • Measures texture switches, blending and atlas use.
  • Restores framebuffer, viewport and shader state after effects.

Try asking this

Our farm game draws hundreds of crops plus a glowing selection effect. Measure batch breaks and texture switches, consolidate only compatible artwork, and restore state after the glow pass. The crop layers, transparent effects and HUD must retain their intended order and appearance.

Detailed documentation

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

Details…Show less

libGDX — render batching

Use when optimizing libGDX SpriteBatch, atlases, custom shaders or render targets.

Version and project gate

Inspect Gradle wrapper and modules, libGDX/backend versions, Java toolchain, ApplicationListener/Game/Screen structure, AssetManager ownership, viewport policy, native libraries and supported desktop/mobile/web targets. 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 scopes and render passes. Inspect texture switches, blend state and atlas usage before increasing batch sizes. Reuse scratch math objects where allocations are measured. Restore framebuffer, viewport and shader state after offscreen effects.

Deliver

A scoped render change with draw/texture-switch evidence and correct pass ownership. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.

Failure to prevent

Calling ShapeRenderer or changing shaders mid-batch without correct boundaries can break batching or render state.

Acceptance scenario

Combine sprites, text, particles and an offscreen effect, then revisit the screen after resize and context recreation. 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 Keiko. 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