Individual skill
renderer
Architecture rules for GPU rendering with TypeGPU/WebGPU. Use when adding or changing render passes, shaders, frame orchestration, GPU resources, culling, terrain, shadows, or visual performance work.
skills/graphics/renderer/SKILL.md
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# GPU renderer
The renderer is TypeGPU over WebGPU. It draws plain frame inputs the
application hands it and never reaches into simulation or app state. These are
the flaws that sink a 3D experience; check a change against each before
writing it.
- **Fixed-view cost never grows with world size.** For a fixed camera and
render size, submitted geometry, shadow casters, and per-frame lists are
bounded by what the view can see or cast into, and screen-space work by
pixels. Store the world map-wide; select from it spatially. Frustum clipping
does not make vertices free. Compare equal local content and finite view
distance: admitting more world changes the workload.
- **Detail follows projected size.** Correct culling can still admit thousands