MonoGame graphics resources
Assigns drawing passes and graphics resources explicit owners. It handles size-dependent targets and state restoration so resizing or applying effects does not break the world, HUD or shared textures.
monogame-graphics-resources
See how it helpsWhen is it useful?
Use when adding render targets, SpriteBatch passes or custom shaders.
What does it help you do?
- Keeps graphics state and drawing boundaries explicit.
- Distinguishes shared content assets from manually owned disposable resources.
- Recreates size-dependent targets and checks backend shader compatibility.
Try asking this
Add a minimap and bloom pass to our space shooter. Resize and toggle fullscreen repeatedly, then switch levels. Recreate only size-dependent render targets, restore graphics state before the HUD and verify shared ship textures remain valid after the old level is disposed.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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MonoGame — graphics resources
Use when implementing MonoGame SpriteBatch, render targets, Effects or custom draw passes.
Version and project gate
Inspect Project and .NET target, MonoGame package/backend, Game loop settings, MGCB files/tool versions, content root, GraphicsProfile, platform libraries and existing screen/state architecture. 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
Declare render-pass ownership, SpriteBatch begin/end boundaries and graphics state. Budget render-target sizes and recreate size-dependent resources correctly. Classify ContentManager-owned versus manually created IDisposable objects. Keep effect parameters and shader profiles aligned with the target.
Deliver
A render/resource ownership map and scoped effect or presentation feature. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Do not dispose shared ContentManager assets per sprite or assume a shader compiled for one backend runs on another.
Acceptance scenario
Resize repeatedly, switch render targets, draw UI after a custom pass and re-enter the scene without resource growth. 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 Mox. 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
