Borrowing it
Nothing to install: this file belongs to tweakoz/orkid. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/tweakoz/orkid/develop/.claude/skills/orklev2-gbi/SKILL.mdgit clone --depth 1 https://github.com/tweakoz/orkidWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/tweakoz/orkid/orklev2-gbi)<a href="https://agentmods.dev/skills/tweakoz/orkid/orklev2-gbi"><img src="https://agentmods.dev/badge/skills/tweakoz/orkid/orklev2-gbi.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00089 | $0.01871 |
| Opus 5 | $0.00044 | $0.00936 |
| Sonnet 5 | $0.00018 | $0.00374 |
| Haiku 4.5 | $0.00009 | $0.00187 |
Grade A, and why
orklev2-gbi scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 153 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Orkid GeometryBufferInterface (GBI) Reference
When answering questions about geometry, vertex buffers, or draw calls in orkid, consult the files below. All under ork.lev2/.
Key Files
| Component | File |
|---|---|
| GBI Interface | inc/ork/lev2/gfx/gbi.h (lines 18–152) |
| Vertex/Index Buffers | inc/ork/lev2/gfx/gfxvtxbuf.h |
| Vertex Format Structs | inc/ork/lev2/gfx/gfxvtxbuf_structs.h |
| Vertex Buffer Inline | inc/ork/lev2/gfx/gfxvtxbuf.inl |
| Enums (formats, primitives) | inc/ork/lev2/gfx/gfxenv_enum.h |
| Base Implementation | src/gfx/context/gbi.cpp |
| Vulkan GBI | src/gfx/vulkan/vulkan_gbi.cpp |
| Python Bindings | pyext/src/pyext_gfx.cpp (lines 259–370) |
GBI Interface (gbi.h:18–152)
Vertex Buffer Operations
LockVB(VBuf, ivbase, icount)→void*— lock for writingUnLockVB(VBuf)— unlock after writingReleaseVB(VBuf)— release GPU resourcesFlushVB(VBuf)— flush to GPU
Index Buffer Operations
LockIB(IBuf, ibase, icount)→void*UnLockIB(IBuf)ReleaseIB(IBuf)
Draw Methods (EML — direct, no material management)
DrawPrimitiveEML(VBuf, type, ivbase, ivcount)— from vertex bufferDrawPrimitiveEML(SSBO, type, ivbase, ivcount)— from storage bufferDrawIndexedPrimitiveEML(VBuf, IdxBuf, type)— indexed drawDrawInstancedIndexedPrimitiveEML(VBuf, IdxBuf, type, instance_count)— instancedDrawInstancedIndexedPrimitiveEML(VBuf, IdxBuf, type, instance_count, first_instance)— with offset
Draw Methods (with material)
DrawPrimitive(GfxMaterial*, VtxWriter, type, icount)— from writerDrawPrimitive(GfxMaterial*, VBuf, type, ivbase, ivcount)— from bufferDrawIndexedPrimitive(GfxMaterial*, VBuf, IdxBuf, type)— indexed
2D Helpers
render2dQuadEML(quadrect, uvrecta, uvrectb, depth)— screen-space quadrender2dQuadEMLCCL(quadrect, uvrecta, uvrectb, depth)— CCL variant
PrimitiveType (gfxenv_enum.h:165–178)
| Type | Description |
|---|---|
POINTS |
Point list |
LINES |
Line list |
LINESTRIP |
Connected line strip |
LINELOOP |
Closed line loop |
TRIANGLES |
Triangle list |
TRIANGLESTRIP |
Triangle strip |
TRIANGLEFAN |
Triangle fan |
QUADS |
Quad list |
PATCHES |
Tessellation patches |
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 7d ago First seen · 153 lines · 89 tokens per session scan A 6aaa9bb310e0
orklev2-gbi is a skill published in the GitHub repository tweakoz/orkid (35 stars, last pushed 27d ago), licensed MIT. It adds 89 tokens to every session and 1,871 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-01.
Other skills, from other repositories
html-to-ugui
A pipeline for turning HTML interface prototypes into Unity UGUI Prefabs, which are reusable Unity interface objects. It uses browser-rendered layout data to preserve positions, images, text, controls, and device-adaptation intentions.
luban-dev
A guide for Luban, a game-configuration tool that turns spreadsheets and schemas into C# code and binary data for a TEngine project.
metasounds
Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate procedural audio.
tengine-dev
A development guide for TEngine, a framework used to build Unity games. It covers the framework’s modules, user interfaces, events, asset loading, hot updates, configuration, and related tools.
et-unitybridge
UnityBridge workflow for AI operations in Unity Editor. Use when checking UnityBridge connectivity, Unity compile or PlayMode state, running deferred UnityBridge commands, operating assets/scenes/GameObjects/Inspector/Prefabs/GameView/screenshots, running Editor tests, or troubleshooting UnityBridge responses.
et-eui
ET EUI client UI workflow for this project's cn.etetet.eui framework. Use when creating or modifying DlgXxx windows, ESxxx reusable sub-UI, ItemXxx loop items, AUIEvent handlers, WindowID registration, widget binding (E via UIFindHelper), ShowWindow/Hide/Close flow, EUI root layers, or LoopScrollRect lists.…