Pixijs
RSamaium/CanvasEngine
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job.
ALWAYS use when porting an existing OpenGL (or OpenGL ES) engine or renderer to AGFX — translating glGenTextures/glBindTexture/glBufferData/glUseProgram/FBO code to…
$ npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-opengl -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install AmelieHeinrich/agfx agfx-porting-from-opengl --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/AmelieHeinrich/agfx.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/agfx-porting-from-opengl .claude/skills/agfx-porting-from-opengl && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "agfx-porting-from-opengl" agent skill from https://github.com/AmelieHeinrich/agfx/tree/main/.claude/skills/agfx-porting-from-opengl into .claude/skills/agfx-porting-from-opengl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "agfx-porting-from-opengl", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/AmelieHeinrich/agfx/tree/main/.claude/skills/agfx-porting-from-openglType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-opengl -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install AmelieHeinrich/agfx agfx-porting-from-opengl --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/AmelieHeinrich/agfx.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/agfx-porting-from-opengl .agents/skills/agfx-porting-from-opengl && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "agfx-porting-from-opengl" agent skill from https://github.com/AmelieHeinrich/agfx/tree/main/.claude/skills/agfx-porting-from-opengl into .agents/skills/agfx-porting-from-opengl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "agfx-porting-from-opengl", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-opengl -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install AmelieHeinrich/agfx agfx-porting-from-opengl --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/AmelieHeinrich/agfx.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/agfx-porting-from-opengl .cursor/skills/agfx-porting-from-opengl && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "agfx-porting-from-opengl" agent skill from https://github.com/AmelieHeinrich/agfx/tree/main/.claude/skills/agfx-porting-from-opengl into .cursor/skills/agfx-porting-from-opengl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "agfx-porting-from-opengl", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/AmelieHeinrich/agfx.git --path .claude/skills/agfx-porting-from-opengl--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-opengl -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install AmelieHeinrich/agfx agfx-porting-from-opengl --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/AmelieHeinrich/agfx.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/agfx-porting-from-opengl .gemini/skills/agfx-porting-from-opengl && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "agfx-porting-from-opengl" agent skill from https://github.com/AmelieHeinrich/agfx/tree/main/.claude/skills/agfx-porting-from-opengl into .gemini/skills/agfx-porting-from-opengl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "agfx-porting-from-opengl", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install AmelieHeinrich/agfx agfx-porting-from-openglInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-opengl -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/AmelieHeinrich/agfx.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/agfx-porting-from-opengl .github/skills/agfx-porting-from-opengl && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "agfx-porting-from-opengl" agent skill from https://github.com/AmelieHeinrich/agfx/tree/main/.claude/skills/agfx-porting-from-opengl into .github/skills/agfx-porting-from-opengl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "agfx-porting-from-opengl", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-opengl -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install AmelieHeinrich/agfx agfx-porting-from-opengl --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/AmelieHeinrich/agfx.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/agfx-porting-from-opengl .opencode/skills/agfx-porting-from-opengl && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "agfx-porting-from-opengl" agent skill from https://github.com/AmelieHeinrich/agfx/tree/main/.claude/skills/agfx-porting-from-opengl into .opencode/skills/agfx-porting-from-opengl/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "agfx-porting-from-opengl", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
agfx-porting-from-openglALWAYS use when porting an existing OpenGL (or OpenGL ES) engine or renderer to AGFX — translating glGenTextures/glBindTexture/glBufferData/glUseProgram/FBO code to…
Agfx Porting From Opengl is an agent skill from AmelieHeinrich/agfx. ALWAYS use when porting an existing OpenGL (or OpenGL ES) engine or renderer to AGFX — translating glGenTextures/glBindTexture/glBufferData/glUseProgram/FBO code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls, converting GLSL uniform/sampler-binding shaders to AGFX bindless HLSL, or mapping OpenGL concepts (the global bind-to-slot state machine, VAOs, FBOs, uniform blocks) onto their AGFX equivalents. Trigger on glGenBuffers/glBindBuffer/glTexImage2D/glUseProgram/glDrawArrays/glDrawElements, GLSL…
Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Shaders and Translation. The licence is MIT.
8 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit d8ad38b. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are cpp).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Agfx Porting From Opengl loads about 3.8k tokens when it runs. Until then it costs about 226 tokens; SKILL.md has 1,537 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from AmelieHeinrich/agfx at commit d8ad38b, republished under its MIT licence (© AmelieHeinrich). 1,537 words, ~3,800 tokens.
.claude/skills/agfx-porting-from-opengl/SKILL.md (or your agent's skills folder).OpenGL is a global, implicit state machine: objects are created, then made "current" by binding them to a target (glBindTexture, glBindBuffer, glBindFramebuffer), and later calls implicitly act on whatever is currently bound. There is no command buffer, no resource-state/barrier concept (outside of glMemoryBarrier for compute/image access, which most engines under-use), and shader resource binding goes through named uniforms/samplers resolved by string or explicit layout(binding=N) slots. AGFX has none of this: everything is an explicit object handle passed as a function argument, commands are recorded into an agfxCommandBuffer and submitted explicitly, resource-state transitions are the caller's job, and shaders access resources by ResourceHandle through a fully bindless model rather than named/slot-bound uniforms.
This is the widest conceptual gap of any of the porting skills — OpenGL's implicit binding and lack of GPU-driven synchronization means most of what a GL renderer does is either deleted (bind calls) or newly authored (barriers, fences, explicit render passes) rather than translated line-for-line. If the target engine's rendering style is otherwise simple (immediate draw calls, no manual multithreaded command recording), consider porting to agfx::ez (using-agfx-ez) instead of raw AGFX — its immediate-mode API and automatic-for-the-common-case barrier tracking are the closest thing AGFX has to GL's implicit model.
Owns:
agfx::ez for this kind of portDoesn't own:
agfx-* subsystem skills, or using-agfx-ez if porting to the ez layeragfx-porting-from-* skillsagfx/agfx.h is the entire public API surface — read it top to bottom once before starting. agfx/agfx_ez.hpp (using-agfx-ez) if recommending/using the immediate-mode path. agfx_demo/deferred_renderer.cpp and agfx_demo/agfx_demo_main.cpp are the raw-AGFX reference; agfx_ez_demo/agfx_ez_demo_main.cpp the ez-layer reference, structurally closer to a small GL app.
| OpenGL | AGFX | Notes |
|---|---|---|
| GL context (implicit, created by the windowing layer) | agfxDevice* | agfxDeviceCreate; no "make current" — the device/command buffer is passed explicitly everywhere |
Default framebuffer / glfwSwapBuffers/SDL_GL_SwapWindow | agfxSwapChain* | agfxSwapChainCreate/AcquireNextTexture/Present — see agfx-presentation-and-swapchain; GL's implicit default framebuffer becomes an explicitly acquired back-buffer texture |
glGenTextures/glBindTexture/glTexImage2D/glTexStorage2D | agfxTexture* | agfxTextureCreate; no bind-to-target — the texture object is passed directly to whatever needs it |
glTexParameteri (GL_TEXTURE_MIN_FILTER etc.) | agfxSampler* | GL couples filtering to the texture object; AGFX splits it into a separate agfxSamplerCreate object, closer to Vulkan/D3D12/Metal — a texture can be sampled with different samplers without duplicating it |
glGenBuffers/glBindBuffer/glBufferData (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_UNIFORM_BUFFER, GL_SHADER_STORAGE_BUFFER) | agfxBuffer* | agfxBufferUsage bitflags replace the bind target; GL_STATIC_DRAW/GL_DYNAMIC_DRAW roughly map to agfxBufferMemoryType GPU_ONLY vs CPU_TO_GPU |
glMapBuffer/glMapBufferRange/glUnmapBuffer | agfxBufferMap/agfxBufferUnmap | only valid on CPU_TO_GPU/GPU_TO_CPU buffers; no coherent/persistent-mapping distinction to preserve, map-write-unmap per frame |
glGenVertexArrays/glBindVertexArray/glVertexAttribPointer (VAO) | deleted — vertex pulling | there is no vertex-attribute binding at all; vertex shaders take SV_VertexID and manually load from an AGFXStructuredBuffer — see agfx-writing-bindless-shaders |
glGenFramebuffers/glBindFramebuffer/glFramebufferTexture2D (FBO) | agfxRenderTarget* + agfxRenderPassBegin | GL's "bind an FBO, its attachments are already configured" becomes an explicit per-pass render target + attachment list with load/store ops — see agfx-render-targets-and-passes |
glClear/glClearColor/glClearDepth | agfxLoadOp = AGFX_LOAD_OPERATION_CLEAR + clearColor on the render pass attachment | clearing is declared when starting the pass, not a separate call |
glUseProgram + separately linked/compiled .vert/.frag GLSL | agfxShaderModule* + agfxRenderPipelineCreateInfo | AGFX shaders are HLSL, compiled via agfxCompileShader (DXC → DXIL on Windows, Metal IR on macOS, SPIR-V on Linux) — GLSL source needs rewriting to HLSL, not just recompiling; see agfx-writing-bindless-shaders |
uniform sampler2D/layout(binding=N) uniform texture... + glUniform1i/glBindTextureUnit | deleted — bindless | no named uniforms and no texture units; every resource access goes through a ResourceHandle passed via push constants — see agfx-writing-bindless-shaders |
Uniform blocks (layout(std140) uniform) + glBindBufferBase(GL_UNIFORM_BUFFER, ...) | ResourceHandle to a constant buffer, nested in push constants, loaded as AGFXStructuredBuffer | no separate uniform-block binding point — see the "scene/per-frame constants" pattern in agfx-writing-bindless-shaders |
SSBOs (layout(std430) buffer) + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, ...) | AGFXStructuredBuffer<T>/AGFXRWStructuredBuffer<T> via ResourceHandle | same bindless pattern; read-only vs. read/write picks the wrapper, matching AGFX_BUFFER_USAGE_SHADER_READ/SHADER_WRITE on the host buffer |
Blend state (glEnable(GL_BLEND), glBlendFunc, glBlendEquation) | fields on agfxRenderPipelineCreateInfo (blendEnable[], srcColorBlendFactor[], colorBlendOp[]) | baked into the pipeline object at creation, not toggled per draw |
Raster state (glEnable(GL_CULL_FACE), glCullFace, glFrontFace, glPolygonMode) | fields on agfxRenderPipelineCreateInfo (cullMode, frontFace, fillMode) | same — no global toggled state, it's part of the pipeline |
Depth state (glEnable(GL_DEPTH_TEST), glDepthFunc, glDepthMask) | fields on agfxRenderPipelineCreateInfo (depthTestEnable, depthCompareOp, depthWriteEnable) | same; AGFX has no stencil support to map — flag stencil-dependent GL code to the user |
glDrawArrays/glDrawElements/glDrawArraysInstanced | agfxRenderPassDraw/agfxRenderPassDrawIndexed | recorded on the render pass object, indices/vertex counts map directly |
glDispatchCompute | agfxComputePassDispatch | recorded within an agfxComputePass, not a bare context call |
glMemoryBarrier, or (commonly) nothing at all | agfxCommandBufferTextureBarrier/agfxCommandBufferMemoryBarrier, agfxComputePassTextureUAVBarrier/BufferUAVBarrier | GL engines frequently under-barrier since the driver often papers over missing glMemoryBarrier calls in practice; every render-target-write → shader-read and compute read/write ordering AGFX needs an explicit barrier for — see agfx-synchronization |
No explicit CPU/GPU fence (implicit via glFinish/driver-managed, or glFenceSync if used) | agfxFence + frame-in-flight command buffer rotation | if the engine used glFenceSync/glClientWaitSync for CPU readback pacing, that maps onto agfxFence; if not (most GL engines rely on implicit driver pacing), this is new code — see agfx-synchronization |
NDC depth range [-1, 1], texture origin bottom-left | NDC depth range [0, 1] (matches D3D12/Metal), texture origin top-left | not a call-level translation but a math/data one — see Common Pitfalls below |
agfx::ez. GL's implicit global-state model is the closest thing AGFX has an equivalent for in agfx::ez (using-agfx-ez): immediate SetRenderTargets/SetPipeline/Draw calls, automatic-for-the-common-case barrier tracking, one-call texture/buffer creation. Recommend it unless the engine needs multithreaded command recording or resource types the ez layer doesn't cover.agfxDeviceCreate/agfxCommandQueueCreate/agfxSwapChainCreate (or agfx::ez::Context) and get a cleared back buffer presenting before porting any rendering logic — this also validates the build/link setup replacing GL context creation (GLFW/SDL/EGL/WGL) and function-pointer loading (GLAD/GLEW), which AGFX doesn't need.[0,1] depth range and top-left texture origin (both differ from GL's [-1,1]/bottom-left convention) — get this right once, early, rather than debugging it per-shader later.agfx::ez::Context handles this internally). Most GL engines have nothing to port here since the driver paced frames implicitly; this is new code. See agfx-synchronization.glGenTextures/glTexImage2D and glGenBuffers/glBufferData calls to agfxTextureCreate/agfxBufferCreate (or the agfx::ez::Context one-call equivalents). Delete VAO setup entirely — there's nothing to port it to.agfxRenderPassBegin/draw/End (agfx-render-targets-and-passes), adding the barriers GL never required by hand (agfx-synchronization, or agfx::ez::Context::SetRenderTargets/TransitionTexture for ez-tracked resources).uniform/layout(binding=...) declarations, replace with AGFX_PUSH_CONSTANTS + ResourceHandle fields and AGFXTexture2D/AGFXStructuredBuffer/AGFXSampler::Create(handle) calls, replace VAO-driven vertex fetch with vertex pulling from SV_VertexID (agfx-writing-bindless-shaders). Port a shader and update its host-side push-constant struct together, not as separate passes.agfx-presentation-and-swapchain).All three are supported as of AGFX v1.2.0 (ray tracing landed in v1.1.0, multi-draw indirect in v1.2.0). Each is capability-gated — query once and keep the fallback path alive, since none are universal (in practice: Apple M3+, NVIDIA RTX 20+, AMD RX 6000+, or Intel Arc):
agfxDeviceInfo info = {};
agfxDeviceGetInfo(device, &info);
// info.supportsRayTracing / info.supportsMeshShaders / info.supportsMultiDrawIndirect| OpenGL | AGFX | Notes |
|---|---|---|
glMultiDrawElementsIndirect / glDrawElementsIndirect (+ GL_DRAW_INDIRECT_BUFFER) | agfxIndirectBundle + PrepareIndirectBundle/ExecuteIndirectBundle | closest existing GL analogue; AGFX adds an explicit GPU-written count buffer instead of a fixed drawcount |
glMemoryBarrier(GL_COMMAND_BARRIER_BIT) before an indirect draw | explicit UNORDERED_ACCESS → AGFX_RESOURCE_STATE_INDIRECT_ARGUMENT transition | GL engines routinely omit this and get away with it; AGFX will not |
GL_NV_mesh_shader / GL_EXT_mesh_shader | agfxRenderPassDrawMesh | vendor extension → first-class |
| (no core GL equivalent) | inline ray tracing (RayQuery) | new capability |
The one structural mismatch to flag early: AGFX supports inline ray tracing only — RayQuery/TraceRayInline from a compute shader. There is no ray-generation/any-hit/closest-hit pipeline, no hit groups, and no shader binding table. A source engine built around a ray-tracing pipeline needs those passes restructured into compute dispatches that trace inline and shade at the hit point themselves; that is a redesign, not a translation, and is worth surfacing to the user before starting.
Delegate the actual work: agfx-raytracing (acceleration structures, inline tracing), agfx-mdi (indirect bundles, GPU culling), agfx-writing-bindless-shaders (main_ms/main_as entry points, reflected group sizes) with agfx-render-targets-and-passes for agfxRenderPassDrawMesh.
glMemoryBarrier calls because drivers are lenient; porting that silence to AGFX produces missing barriers, not a compile error — every write-then-read across passes needs one explicitly (agfx-synchronization).[-1,1] NDC depth and UV math assuming a bottom-left texture origin will render with inverted or squashed depth and flipped textures on AGFX until adjusted for [0,1]/top-left.glBindTexture, glBindBuffer, glBindFramebuffer) as dead code alongside VAOs — delete them along with vertex attribute setup; there is nothing on the AGFX side to bind to.agfx-writing-bindless-shaders, not transliterated keyword-by-keyword.© AmelieHeinrich, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/agfx-porting-from-opengl of AmelieHeinrich/agfx.
Open the folder on GitHubat commit d8ad38b
Agfx Porting From Opengl next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Agfx Porting From Opengl this skillAmelieHeinrich/agfx | 146 | — | ~3.8k | Automated safety check: Pass | MIT | |
| PixijsRSamaium/CanvasEngine | 401 | 2 repos | ~1.6k | Automated safety check: Pass | MIT | |
| New ExperimentTresjs/tres | 3.8k | — | ~782 | Automated safety check: Pass | MIT | |
| Anatomywheresryan22/anatomy | 500 | — | ~7.7k | Automated safety check: Pass | MIT | |
| Assets Shader List AllIvanMurzak/Unity-MCP | 4.4k | — | ~435 | Automated safety check: Pass | Apache-2.0 | |
| Handle Sdr Tonemap Lutclshortfuse/renodx | 4.5k | — | ~7.3k | Automated safety check: Pass | MIT |
RSamaium/CanvasEngine
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job.
Tresjs/tres
Create a new experiment in TresJS Lab with all necessary files
wheresryan22/anatomy
Build crafted, highly detailed, interactive isometric SVG figures that explain a technical idea as a real physical object (a test rig, a dial gauge, a cabinet of drawers, a plotter, a lock), with…
IvanMurzak/Unity-MCP
List all shaders available in the project assets and packages, sorted by name.
clshortfuse/renodx
RenoDX HLSL/Slang shader workflow for proven shader-side SDR tonemap, hard clip, LUT, color grade, and HDR bridge changes.
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
AmelieHeinrich/agfx
ALWAYS use when porting an existing D3D11 engine or renderer to AGFX — translating ID3D11Device/DeviceContext/InputLayout/state-object code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls…
AmelieHeinrich/agfx
ALWAYS use when porting an existing D3D12 engine or renderer to AGFX — translating ID3D12Device/CommandList/PipelineState/RootSignature/DescriptorHeap code to…
AmelieHeinrich/agfx
ALWAYS use when porting an existing Vulkan engine or renderer to AGFX — translating VkDevice/VkCommandBuffer/VkPipeline/VkDescriptorSet/VkRenderPass code to…
AmelieHeinrich/agfx
ALWAYS use when creating, resizing, or presenting through an agfxSwapChain in AGFX — window/layer handle setup, HDR toggling, vsync, resize handling, or back buffer acquire/present.
AmelieHeinrich/agfx
ALWAYS use when creating agfxRenderTarget or agfxRenderPass objects in AGFX, or wiring up color/depth attachments, load/store ops, viewport/scissor, or draw calls within a render pass.
AmelieHeinrich/agfx
ALWAYS use when working with AGFX fences, frames-in-flight pacing, queue signal/wait, resource-state barriers, or the barrier "agglomerate" flag.
Categories
ALWAYS use when porting an existing OpenGL (or OpenGL ES) engine or renderer to AGFX — translating glGenTextures/glBindTexture/glBufferData/glUseProgram/FBO code to…. Agfx Porting From Opengl is an agent skill from AmelieHeinrich/agfx. ALWAYS use when porting an existing OpenGL (or OpenGL ES) engine or renderer to AGFX — translating glGenTextures/glBindTexture/glBufferData/glUseProgram/FBO code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls, converting GLSL uniform/sampler-binding shaders to AGFX bindless HLSL, or mapping OpenGL concepts (the global bind-to-slot state machine, VAOs, FBOs, uniform blocks) onto their AGFX equivalents.
Agfx Porting From Opengl fits situations like: porting an existing OpenGL (or OpenGL ES) engine; converting GLSL uniform/sampler-binding shaders to AGFX bindless HLSL; mapping OpenGL concepts (the global bind-to-slot state machine; uniform blocks) onto their AGFX equivalents.
Run `npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-opengl -a claude-code`. Or copy the skill folder (.claude/skills/agfx-porting-from-opengl in AmelieHeinrich/agfx) into .claude/skills/agfx-porting-from-opengl in your project. Claude Code loads it when a task matches its description.
Run `npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-opengl -a codex`. Or copy the skill folder (.claude/skills/agfx-porting-from-opengl in AmelieHeinrich/agfx) into .agents/skills/agfx-porting-from-opengl in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-opengl -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/agfx-porting-from-opengl, .gemini/skills/agfx-porting-from-opengl, .github/skills/agfx-porting-from-opengl and .opencode/skills/agfx-porting-from-opengl in your project.
SKILL.md names no scripts, command-line tools or credentials: Agfx Porting From Opengl is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Agfx Porting From Opengl is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Agfx Porting From Opengl: Pixijs (RSamaium/CanvasEngine, 401 stars), New Experiment (Tresjs/tres, 3.8k stars), Anatomy (wheresryan22/anatomy, 500 stars) and Assets Shader List All (IvanMurzak/Unity-MCP, 4.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
AmelieHeinrich (a GitHub user) maintains it in AmelieHeinrich/agfx, which has 146 GitHub stars. The repository holds 8 skills in this directory. The repository was last updated on September 27, 2026.
Source: AmelieHeinrich/agfx on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.